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

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.

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Publication Details

Journal
Applied Ergonomics
Published
2025-09-01
DOI
https://doi.org/10.1016/j.apergo.2025.104626
Primary Topic
Occupational Health and Safety Research
Type
article
Field-Weighted Citation Impact
0.00

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article

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

Annette Kluge, Lope H. Barrero, Estefany Rey-Becerra, Rolf Ellegast
1 links
Applied Ergonomics
Occupational Health and Safety Research
article

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

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

Abstract

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.

Applied ErgonomicsVol. 130
Pontificia Universidad Javeriana (CO), Institut für Arbeitsschutz der Deutschen Gesetzlichen Unfallversicherung (DE), Ruhr University Bochum (DE), Federal Institute for Occupational Safety and Health (DE)
Deutsche Gesetzliche Unfallversicherung
Openalex Percentile: Top 68%
Occupational Health and Safety Research
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VR- or lecture-based training? The role of culture in safety training outcomes — Annette Kluge, Lope H. Barrero, et al. · Applied Ergonomics (2025) | TGRS Research Map | TGRS