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The effectiveness of traditional tools and computer-aided technologies for health and safety training in the construction sector: A systematic review
16 references·6 citing·50 second hop
The effectiveness of traditional tools and computer-aided technologies for health and safety training in the construction sector: A systematic review (2019)The effectiveness of traditional tools an…Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Immersive virtual reality ser…A critical review of virtual and augmented reality (VR/AR) applications in construction safety (2017)A critical review of virtual …Visualization technology-based construction safety management: A review (2016)Visualization technology-base…A Social Virtual Reality Based Construction Safety Education System for Experiential Learning (2014)A Social Virtual Reality Base…Hazard recognition and risk perception in construction (2013)Hazard recognition and risk p…Games and Simulations and Their Relationships to Learning (2013)Games and Simulations and The…Construction safety training using immersive virtual reality (2013)Construction safety training …Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…Exploring the potential of computer and video games for health and physical education: A literature review (2009)Exploring the potential of co…Why operatives engage in unsafe work behavior: Investigating factors on construction sites (2007)Why operatives engage in unsa…Which h-index? — A comparison of WoS, Scopus and Google Scholar (2007)Which h-index? — A comparison…The Increasing Dominance of Teams in Production of Knowledge (2007)The Increasing Dominance of T…Genre and game studies: Toward a critical approach to video game genres (2006)Genre and game studies: Towar…Relative Effectiveness of Worker Safety and Health Training Methods (2005)Relative Effectiveness of Wor…Five Steps to Conducting a Systematic Review (2003)Five Steps to Conducting a Sy…Determining Sample Size for Research Activities (1970)Determining Sample Size for R…Conversational AI-based VR system to improve construction safety training of migrant workers (2024)Conversational AI-based VR sy…Are virtual reality applications effective for construction safety training and education? A systematic review and meta-analysis (2023)Are virtual reality applicati…A systematic review of the application of immersive technologies for safety and health management in the construction sector (2023)A systematic review of the ap…Evaluating 4D-BIM and VR for Effective Safety Communication and Training: A Case Study of Multilingual Construction Job-Site Crew (2021)Evaluating 4D-BIM and VR for …Implementing and evaluating novel safety training methods for construction sector workers: Results of a randomized controlled trial (2020)Implementing and evaluating n…Antecedents of safety behavior in construction: A literature review and an integrated conceptual framework (2020)Antecedents of safety behavio…Digital game-based learning: Towards an experiential gaming model (2005)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)CONSORT 2010 Statement: Updated Guidelines for Reporting Parallel Group Randomized Trials (2010)A mobile gamification learning system for improving the learning motivation and achievements (2014)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Understanding Cognitive Load in Digital and Online Learning: a New Perspective on Extraneous Cognitive Load (2021)The Matthew Effect in Science (1968)The Matthew effect in science. 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References

  • 1970Determining Sample Size for Research Activities20,512 cited
  • 2007The Increasing Dominance of Teams in Production of Knowledge3,605 cited
  • 2003Five Steps to Conducting a Systematic Review1,938 cited
  • 2017A critical review of virtual and augmented reality (VR/AR) applications in construction safety1,142 cited
  • 2007Why operatives engage in unsafe work behavior: Investigating factors on construction sites765 cited
  • 2013Construction safety training using immersive virtual reality756 cited
  • 2005Relative Effectiveness of Worker Safety and Health Training Methods733 cited
  • 2007Which h-index? — A comparison of WoS, Scopus and Google Scholar728 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited
  • 2009Exploring the potential of computer and video games for health and physical education: A literature review564 cited
  • 2006Genre and game studies: Toward a critical approach to video game genres517 cited
  • 2013Hazard recognition and risk perception in construction434 cited
  • 2018Immersive virtual reality serious games for evacuation training and research: A systematic literature review423 cited
  • 2016Visualization technology-based construction safety management: A review384 cited

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  • 2014A Social Virtual Reality Based Construction Safety Education System for Experiential Learning349 cited
  • 2013Games and Simulations and Their Relationships to Learning344 cited
  • Cited by

    • 2023A systematic review of the application of immersive technologies for safety and health management in the construction sector173 cited
    • 2020Implementing and evaluating novel safety training methods for construction sector workers: Results of a randomized controlled trial164 cited
    • 2024Conversational AI-based VR system to improve construction safety training of migrant workers133 cited
    • 2023Are virtual reality applications effective for construction safety training and education? A systematic review and meta-analysis130 cited
    • 2021Evaluating 4D-BIM and VR for Effective Safety Communication and Training: A Case Study of Multilingual Construction Job-Site Crew123 cited
    • 2020Antecedents of safety behavior in construction: A literature review and an integrated conceptual framework118 cited