Best Practices Gaming the Standard Using Game Design Principles to Meet the Requirements in the Z490 Standard By Dan McNeill S H&E professionals know that training is a critical element of an effective overall safety system. But how do we create training that is truly engaging? How do we design a training program that motivates and at the same time delivers on its stated learning objectives? Perhaps most importantly, how do we do all of this while meeting the requirements that many safety professionals already follow, those set forth in ANSI/ASSE Z490.1-2009, Standard Criteria for Accepted Practices in Safety, Health and Environmental Training? Easy. We gamify it! In this article, we’ll discuss concepts that game designers use to create experiences that put gamers “in the flow.” We’ll also look to see how we can apply these same concepts in your training design while still meeting the requirements of the Z490.1 standard. One caveat before we begin. In this article, we’ll only be reviewing the design and development side of the process (section 4 of the standard). Before designing any training, it is assumed that you have conducted an extensive needs analysis to determine whether training is even necessary, gotten to know your audience and developed learning objectives. With that out of the way, let’s remember our ultimate goal when developing safety training for employees. We want it to stick. In a perfect training world, we want our learners to be so focused on the classroom activities that they stop checking e-mail on their smartphones. In the game design world, this concept is referred to as flow. The concept of flow was defined by one of the most popular researchers in the field of video game design, Mihaly Csikszentmihalyi (pronounced, cheeksent-me-high). Csikszentmihalyi’s (1997) research centers around happiness and creativity. Essentially, in completely nonscientific terms, Csikszentmihalyi is interested in how to get people into the groove. In the world of video games, this is a big deal. Game designers want the player experience to be one in which players are having so much fun that 32 ProfessionalSafety OCTOBER 2013 they are no longer conscious of the fact that they are even playing a game. Imagine if this could be applied in the classroom. Imagine people coming to a training session and never wanting to leave, or being so caught up in the learning that they forget they are in a class. As a trainer, that’s an interesting goal to strive for, to be sure. Adding games to a safety class is nothing new. Most of us have probably sat through a round of safety bingo at some point. But dropping a game into a training class does not necessarily make the entire classroom experience more engaging. If you want to truly get to flow, you have to start with the design. Imagine people coming to a training session and never wanting to leave, or being so caught up in the learning that they forget they are in a class. Before thinking about the design of your training, take a step back and think about a basic tenet of adult learning (mentioned in section 5.2.4 of the standard). Adults are internally motivated. In practical terms this means that most adults want to learn in their own way. But in a typical safety training class, do we do that? Do we design the learning to allow adult students to have some opportunity to approach the material and take it in on their own? Hardly ever. Instead of guiding learners and giving them problems to solve, we bombard them with endless presentations and lectures that, in most cases, they have no control over (Deterding, 2013). They are innocent training bystanders. The way to move away from this is to adopt a game design model. Here’s a high-level model that many game designers start with when creating game levels: •Gain attention. •Establish the goal. •Unleash the action (elicit practice and provide feedback). •Present a final challenge. If you look at this outline (and you’re an instructional design nerd like me), you may notice that it is similar to Gagne’s instructional events. Video game design and instructional design www.asse.org truly are similar. In video games, we try to get players into that flow state. With learners, ultimately, we are trying to do the same thing. We want to get them to a state in the training in which they are not even aware that they are being trained. Let’s now use this same format to create an outline for a day-long instructorled course on OSHA’s revised HazCom standard. This is only being used as an example (sorry, for anyone looking for something to meet OSHA’s Dec. 1 training requirements). As we go along exploring each part of the design outline, we’ll also see how it aligns with the Z490.1 standard. You can follow along by going to section 4 of the standard. Gain Attention In video games, gaining the player’s attention is critical. Do it right and you’re one step closer to flow. Do it wrong and the player may tune out, move on to a different game or blog about how boring your game is. Adult learners will do the same thing. Remember, with adults time is precious. The students in your class likely have something else they would rather be doing. Therefore, you need to make the time they spend in your class worthwhile. So, what can we do to get this right? With games, gaining attention means giving them a taste of things to come. Probably the best way to gain a player’s attention is to present them with something unexpected. This may be a short video clip revealing some deep mystery that the player is at the center of, or a glimpse of some fantastical larger world. For our GHS class, let’s do something unexpected right away by saying to our learners that this entire day-long class will be a guided simulation. If we do that, we can begin by playing a short video or reading off a statement from their boss about a safety incident in which a worker was killed when dealing with some hazardous material. We then tell them that it will be their job to make sure that sort of thing never happens again. Establish the Goal Games have two types of goals: overall and nested. An overall goal is the player’s final objective, such as saving the princess or bringing peace to ©iStockphoto.com/Thinkstock the kingdom. Nested goals are goals for individual challenges. For example, in pursuing the goal of bringing peace to the kingdom, maybe the player has to perform a challenge in which s/he must defeat a dragon. Our GHS training will have overall and nested goals as well. They’re called learning objectives (section 4.3.3 of the standard). In the instructional design world, there are differences between learning goals and learning objectives. But in the gaming world, consider them to be the same. Each mission goal will be one of the learning objectives. To keep people in the flow state, how you present those objectives is key. Remember, we’re trying to make this feel real. Reading a bunch of meaningless learning objectives may kill the mood. Presenting each learning objective as a scenario-based mission goal helps to keep learners focused on the action. For this example we already noted the overall goal during the opening message: prevent people from getting killed. We should refine it here, telling learners that we will be using the label elements and SDS as tools to help save 100% of workers’ lives. The nested goals are the individual learning objectives that will help us to complete our overall goal. As the standard says, we want learning objectives to be specific, measurable, reasonable and timely. Again, each learning objective should be communicated as a real-world task that is part of our simulation. For example, we don’t want to just tell learners that they have to learn about signal words just for the sake of learning about signal words. We want to create a scenario in which they must know what signal words are so that they Safety Training for Safety Professionals Knowledge is what turns risks into rewards. Whether we are discussing quality and operational excellence throughout the supply chain, or climate change and environmental measures that drive businesses toward greener and more responsible operations, knowledge fosters our ability to change. Companies around the globe are searching for better ways to weather the challenges of today’s business climate. Buzzwords or solid business models? Sustainable companies seem to have an advantage when tackling the increasingly global, complex and demanding environment where failure is not an option. Visit our website to view our upcoming training courses and request your 2013 training catalog! 1-877-368-3530 I [email protected] www.dnvba.us www.asse.org OCTOBER 2013 ProfessionalSafety 33 Best Practices Unleash the Action Unleashing the action is how we facilitate the nested goals. This is when we give learners the opportunity to learn new skills and practice using them in real-life situations. When facilitating this, think of yourself less as an instructor and more as a movie director. As the learning director, your job is to keep the actors (learners) in the flow. You want them to really feel the role they’re playing. To keep things more lifelike, allow for a certain amount of failure. This can be a balancing act. You don’t want to make challenges so difficult that learners just give up. But you don’t want to make things too easy for them either. Filling your challenges with “just barely” victories—fulfilling victories that learners have to work for—is the best way to keep them in the flow. As they move through each challenge, it is also your job, as director, to observe what they’re doing and provide feedback. Finally, when putting together the content for your challenges, keep in mind the items under section 4.4 of Z490.1: Course design. As they say, content is king. The information you use to build activities must come from valid resources (e.g., current literature, trusted subject-matter experts, regulatory requirements). That same content, as well as the exercises you design, must be geared toward the target audience (think culture, language, experience level, etc.). Final Challenge One final point mentioned in sections 4 and 6 of Z490.1 addresses training Interested in the Z490.1 standard? You can learn more and purchase the standard at www.asse.org/shoponline/ products/Z490_1_2009.php. 34 ProfessionalSafety OCTOBER 2013 ©iStockphoto.com/Thinkstock can successfully complete a challenge and save lives. Perhaps we create a situation in which teams of learners must look at a group of labels and identify the chemicals that are dangerous to workers. For the exercise to be measurable, we tell them that they have to get the challenge 100% correct before they can move ahead in the exercise. Zero incidents is a real-world goal. evaluation. As the standard states in section 6, “an evaluation shall be made of the trainee’s achievement of each learning objective, considering the performance, conditions and criteria specified in the learning objective.” With the idea of nested challenges, this is something we should be doing at all points during the training experience. Every challenge we throw at learners should be grounded in a learning objective. However, it is also important to have a final challenge that evaluates learners’ achievement of the entire set of learning objectives. In the role-playing game Fable, the final boss is a dastardly fiend known as Jack of Blades. To defeat Jack, you have to throw everything you’ve learned up to that point at him. Your final challenge should set up something similar. Maybe teams have to search through a warehouse of dangerous chemicals to save a worker. In the challenge, they must successfully apply everything they now know about the new labels and SDS to win. Speaking of final challenges, I want to mention one final popular gaming term: fiero. Not just a quirky sports car sold in the 1980s, fiero is what we feel when we triumph over some great adversity (McGonigal, 2011). In a game, a fiero moment may occur when a player beats the bad guy or overcomes some difficult obstacle to complete a goal. It’s usually something that results in a fist pump or, if they’re playing online with others, a verbal high five. It’s something they’re proud of, and at a psychological level, something they absolutely feel was real. When designing your final challenge, strive to produce a fiero moment outcome. In the End This is just one example of how we can gamify the classroom while staying true to the Z490.1 standard. And stay true to it we must. Without well-written learning objectives, a strategy for evaluation and a thorough understanding of our audience (all points covered in Z490.1) even the most imaginative concept for a classroom game will be destined to fail. And remember, our job is not to create a video game. It isn’t even our job to ensure that the training we create is fun. In the end, the only “F” word that we really want to concern ourselves with is flow. Because keeping our employees safe means first keeping learners tuned into our training. References Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. New York, NY: Basic Books. Deterding, S. (2013, July 8). Gameful design for learning. T+D Magazine. www .astd.org/Publications/Magazines/TD/ TD-Archive/2013/07/Gameful-Design -for-Learning McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: Penguin Press. Dan McNeill is ASSE’s manager, education development. In that role, he provides educational and professional development offerings to enhance the ability and increase the knowledge of the SH&E professionals through audio, e-learning and distance learning opportunities. McNeill holds an M.A. in Human Resource Development from Northeastern Illinois University and is a member of American Society for Training and Development. On a part-time basis, he teaches video game design at McHenry County College in Crystal Lake, IL. You can follow McNeill on Twitter @VirtualASSE or find him on Facebook at VirtualASSE. www.asse.org
© Copyright 2026 Paperzz