Card games are effective tools to enhance foundation year health and safety inductions

Health and safety knowledge is critical in a laboratory setting but is often taught passively. As passive learning approaches are associated with lower student engagement and subsequent attainment, higher education institutions are increasingly focussed on active learning methodologies. One such approach is the use of card-based games to gamify learning. Based on this, this study designed and evaluated three health and safety card games focussing on personal protective equipment, hazard symbols and laboratory equipment identification. Students' health and safety knowledge was evaluated using a 10-point scale before and after completion of all three games. Wider pedagogical impact on factors such as student experience, transferable skill development and gamified learning value was also evaluated using open-answer questions or a 5-point Likert scale. A total of 91 foundation year students participated in the study. Most students reported positive responses regarding their enjoyment (89.9 %) and learning (74.7 %) from the games. Students liked their design (80.1 - 91.1%) and visual appeal (82.3 - 91.1 %), considering them a valuable addition to their laboratory induction (89.9 %). Pre- and postevaluation revealed a significant increase in self-perceived knowledge of health and safety (6.4 ± 2.1 to 8.4 ± 1.5, P < 0.001), PPE (7.6 ± 2.0 to 8.7 ± 1.5, P < 0.001), laboratory hazards (6.8 ± 1.9 to 8.2 ± 1.5, P < 0.001) and laboratory equipment (6.3 ± 2.1 to 8.2 ± 1.8, P < 0.001). Stratification of participants based on socio-economic factors and university entry qualifications revealed no significant differences. These findings highlight the wide benefits of card games as active learning tools to enhance health and safety education while providing a positive and equitable student experience.

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Publication Details

Journal
FEBS Open Bio
Published
2025-10-13
DOI
https://doi.org/10.1002/2211-5463.70140
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Card games are effective tools to enhance foundation year health and safety inductions

Holly Matthews, Matthew Allan Jones, Rumana Rafiq, Daniya Abedalreza et al.
FEBS Open Bio
Educational Games and Gamification
article

Card games are effective tools to enhance foundation year health and safety inductions

Holly Matthews, Matthew Allan Jones, Rumana Rafiq, Daniya Abedalreza, Faten Yahya
article en

Abstract

Health and safety knowledge is critical in a laboratory setting but is often taught passively. As passive learning approaches are associated with lower student engagement and subsequent attainment, higher education institutions are increasingly focussed on active learning methodologies. One such approach is the use of card-based games to gamify learning. Based on this, this study designed and evaluated three health and safety card games focussing on personal protective equipment, hazard symbols and laboratory equipment identification. Students' health and safety knowledge was evaluated using a 10-point scale before and after completion of all three games. Wider pedagogical impact on factors such as student experience, transferable skill development and gamified learning value was also evaluated using open-answer questions or a 5-point Likert scale. A total of 91 foundation year students participated in the study. Most students reported positive responses regarding their enjoyment (89.9 %) and learning (74.7 %) from the games. Students liked their design (80.1 - 91.1%) and visual appeal (82.3 - 91.1 %), considering them a valuable addition to their laboratory induction (89.9 %). Pre- and postevaluation revealed a significant increase in self-perceived knowledge of health and safety (6.4 ± 2.1 to 8.4 ± 1.5, P < 0.001), PPE (7.6 ± 2.0 to 8.7 ± 1.5, P < 0.001), laboratory hazards (6.8 ± 1.9 to 8.2 ± 1.5, P < 0.001) and laboratory equipment (6.3 ± 2.1 to 8.2 ± 1.8, P < 0.001). Stratification of participants based on socio-economic factors and university entry qualifications revealed no significant differences. These findings highlight the wide benefits of card games as active learning tools to enhance health and safety education while providing a positive and equitable student experience.

FEBS Open BioVol. 15(12)
University of Salford (GB)
Openalex Percentile: Top 69%
Educational Games and Gamification
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