VR- or lecture-based training? The role of culture in safety training outcomes

Estefany Rey-Becerra, Lope H. Barrero, Rolf Ellegast, Annette Kluge

Producción: Contribución a una revistaArtículorevisión exhaustiva

Resumen

Virtual reality (VR) training provides immersive, risk-free experiences that leverage multisensory integration to improve memory retention, presence and embodiment to strengthen engagement and attention, and situational learning to promote transfer of training to real-world contexts. Adding gamification through serious games (SG) further enhances engagement and active learning. This study validates a VR-SG safety training previously evaluated in Colombia, now applied to 74 professional roofers in Germany comparing ViStra (VR-SG) with LeStra (lecture-based with problem-based learning). Using Kirkpatrick's model, we assessed reaction, cognitive and attitudinal outcomes, self-reported behavior, and safety climate through validated questionnaires. Both programs improved cognitive and attitudinal outcomes, with no significant differences. No effects were found for behavior or safety climate. Thus, ViStra matched LeStra's effectiveness. Post hoc comparison with Colombian data suggests cultural factors influence some outcomes, highlighting the importance of adapting training strategies to cultural contexts for future safety training strategies in diverse work environments.

Idioma originalInglés
Número de artículo104626
Páginas (desde-hasta)1-15
Número de páginas15
PublicaciónApplied Ergonomics
Volumen130
Fecha en línea anticipada01 sep. 2025
DOI
EstadoPublicación electrónica previa a su impresión - 01 sep. 2025

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