Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/43230
Title: Investigating the immediate and mid-term effect of a gamified e-learning platform for the enhancement of traffic knowledge and skills among Vietnamese adolescents operating powered two-wheelers
Authors: LE, Hoang Nam 
CUENEN, Ariane 
TRINH, Tu Anh 
JANSSENS, Davy 
WETS, Geert 
BRIJS, Kris 
Issue Date: 2024
Publisher: PERGAMON-ELSEVIER SCIENCE LTD
Source: Journal of safety research, 90, p. 62 -72
Abstract: Introduction: Traffic crashes caused by adolescents are being assessed as particularly serious and a common concern of society as a whole. Improving traffic knowledge and skills is crucial in reducing adolescent traffic crashes. Objectives: This study aimed to investigate the effects of a gamified e-learning platform on traffic knowledge and skills among adolescents (aged 15–18) in Vietnam. Method: Using a pretest–posttest design, this quasi-experimental study, included 350 participants within the intervention group and 350 participants within the control group. All participants were selected from three high schools in Ho Chi Minh City in Vietnam. Intervention group participants got a gamified traffic safety learning experience with a gamified e-learning platform, while control group participants received general traffic safety education through conventional methods using short videos. The effect was measured via tests focusing on traffic knowledge and skills. Data were subsequently collected from both groups before (i.e., pretest) and immediately after (i.e., posttest 1) following the education. In addition, within the intervention group also a second posttest (i.e., posttest 2) was conducted six months after following the education. Results: A significant increase in scores on posttest 1 compared to the pretest was found in the intervention group but not in the control group. Also, among the intervention group, the scores in posttest 2 were significantly better than those in the pretest, however, there was no difference in scores between posttest 1 and posttest 2. Conclusion: The results of this study indicated that the gamified e-learning platform cannot only improve participants’ knowledge of traffic safety but also help participants retain such knowledge for at least six months. Practical implications: The study findings can reinforce the important role of traffic safety education in improving adolescent traffic knowledge and skills.
Keywords: E-learning platform;Gamification;Effect evaluation;Adolescent riders;Traffic safety;Vietnam
Document URI: http://hdl.handle.net/1942/43230
ISSN: 0022-4375
e-ISSN: 1879-1247
DOI: https://doi.org/10.1016/j.jsr.2024.06.005
ISI #: 001259086400001
Datasets of the publication: https://doi.org/10.1016/j.jsr.2024.06.005
Rights: 2024 National Safety Council and Elsevier Ltd. All rights are reserved, including those for text and data mining, AI training, and similar technologies
Category: A1
Type: Journal Contribution
Appears in Collections:Research publications

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