A Novel Macro-Level Model in Evaluating Health and Safety Training Based on Virtual Reality
Abstract
1. Introduction
1.1. On the Technological Gap in the World
- Online Service Index (OSI)—measures the quality and availability of online services offered by the government.
- Telecommunication Infrastructure Index (TII)—assesses the level of development of ICT infrastructures (such as internet access, mobile networks, and broadband).
- Human Capital Index (HCI)—analyses the level of education and digital literacy of the population.
1.2. The Virtual Reality
1.2.1. Application of Virtual Reality in the Manufacturing Sector
1.2.2. Application of VR in Construction
1.2.3. Application of VR in Healthcare
1.2.4. Other Applications of VR in Agriculture, ICTs, and Education
1.3. Psychological Impacts of VR in Safety Training for High-Risk Jobs
1.4. Study Hypotheses and Research Questions
- Are there models to evaluate the effectiveness of workplace health and safety courses based on virtual reality?
- Are there production sectors where the application of such models could be more critical?
2. Materials and Methods
2.1. Study Design
2.2. VR Training Evaluating Models
3. Results
3.1. TEM and MLs
3.2. VR Training Metrics and MLs
- SUS is defined as “The effectiveness, efficiency and satisfaction with which specified users achieve specified goals in particular environments” according to ISO 9241-11:2018 (2018) [77]. The effectiveness refers to the ability of a system to achieve its intended goals with accuracy and completeness.
- EU refers to the property of the tool that allows users to produce better results, and in a short time, because of the interactive interface. It makes sure that timely and continual changes are being integrated. The EU metric applied to software, interface, and hardware can be expressed by (i) the learning time (inexperienced users); (ii) the ability to understand (frequent users); (iii) the ability to understand (inexperienced users); (iv) average operational time (frequent users); and (v) average operational time (inexperienced users) [78].
- REL refers to the failure-free operation of any tool. Therefore, the REL of a software testing tool can be evaluated by considering the MTTF (mean time to failure).
- MU refers to (i) the number of years the tool has been used for projects; (ii) the number of customers of the tool using it for more than one year; and (iii) the number of projects using the tool.
- The performance of any tool is hard to measure due to projects of different complexities. Examples of objective performance metrics are efficiency, measured through response times, and effectiveness, measured through error rates.
- ROI refers to the value of corporate training. This metric compares the financial value of the training results with the investment made to achieve those results. ROI is used at the end of the enterprise training evaluation process. It is necessary to compare the time spent studying with the time needed to achieve a positive ROI: if the time spent studying is less, testers will eventually become familiar with the tool, and as a result, only the initial investment will be higher. ROI can be expressed by (i) estimates of safety increase/improvement; (ii) estimates of test timing; (iii) cost per testing hour on average; (iv) estimates of income gain; (v) estimates of implementation cost of the tool; vi. estimates of the increase in quality; (vi) support hours per project; and (vii) the cost per hour of customer support [63].
- MTTR.
3.2.1. ML1 Metrics and Requirements
3.2.2. ML2 Metrics and Requirements
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Acknowledgments
Conflicts of Interest
References
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Author, Year | Model Name, Levels | Macro-Level 1 Design | Macro-Level 2 Delivery | Macro-Level 3 Evaluation |
---|---|---|---|---|
Kirkpatrick, 1996 [58,59] | Kirkpatrick’s, 4 | - | reaction, learning | behaviour, results |
Warr, Bird, and Rackham, 1979 [60] | CIRO, 4 | context, input | reaction | outcome |
Stufflebeam, 1983 [61] | CIPP, 4 | context, input | process | product |
Bushnell, 1990 [58,62] | IPO, 3 | input | process | output |
Phillips, 2012 [63] | Phillips ROI, 5 | - | reaction, learning | behaviour, results, ROI |
Kraiger, Ford and Salas, 1993 [64] | Kraiger, 3 | input | learning | affective outcome |
Brinkerhoff, 1987 [58,65] | Brinkerhoff’s, 6 | needs assessment, goals of training | reaction, learning | behaviour, results |
Tamkin et al., 2022 [58] | Cannon-Bowers, 4 | - | learning | ROI |
Brinkerhoff & Dressler, 1990 [66] | Success case evaluation | needs assessment | - | cognitive |
Molenda, Pershing, and Reigeluth, 1996 and Molenda and Pershing, 2004 [67,68] | Molenda’s, 6 | activity accounting | reaction, learning | learning transfer, business, and social impact |
Holton, 1996 [69] | Holton’s human, 3 | - | learning and individual performance | organisational performance |
ID | Symptoms |
---|---|
1 | General malaise |
2 | Feeling of fatigue |
3 | Headache |
4 | Eye strain |
5 | Difficulty focusing |
6 | Increased salivation |
7 | Sweating |
8 | Nausea |
9 | Difficulty concentrating |
10 | Mental heaviness |
11 | Blurred vision |
12 | Dizziness with eyes closed |
13 | Dizziness with eyes open |
14 | Vertigo |
15 | Stomachache |
16 | Digestive problems |
ID | Usability Questionnaire |
---|---|
SUS 1 | I think I would like to use the headset (or virtual reality environments in general) frequently |
SUS 2 | I found the headset (or virtual reality environment) unnecessarily complex |
SUS 3 | I found the headset (or virtual reality environment) very easy to use |
SUS 4 | I think I would need the support of someone who already knows how to use the headset (or virtual reality environment) |
SUS 5 | I found the various features of the visor (or virtual reality environment) to be well integrated with each other |
SUS 6 | I found inconsistencies between the various features of the headset (or virtual reality environment) |
SUS 7 | I believe that most people can learn to use the visor (or virtual reality environment) easily |
SUS 8 | I found the visor (or virtual reality environment) very difficult to use |
SUS 9 | I felt comfortable using the visor (or virtual reality environment) |
SUS 10 | I needed to learn many processes before I could use the visor (or virtual reality environment) to its full potential |
PQ 11 | How well were you able to identify sounds? |
PQ 12 | How well were you able to locate sounds? |
PQ 13 | How well were you able to probe or search the virtual environment using touch? |
PQ 14 | How convincing was your sense of moving through space within the virtual environment? |
PQ 15 | How carefully were you able to examine objects? |
PQ 16 | How well were you able to carefully examine objects from different points of view? |
PQ 17 | How well were you able to move or manipulate objects in the virtual environment? |
PQ 18 | How involved were you in the virtual environmental experience? |
PQ 19 | How much delay did you perceive between your actions and the expected consequences? |
PQ 20 | How quickly did you adapt to the experience of the virtual environment? |
PQ 21 | How capable did you feel of moving and interacting with the virtual environment at the end of the experience? |
PQ 22 | How much did the quality of the visual display interfere with or distract you from performing the assigned tasks or required activities? |
PQ 23 | How much did the control devices interfere with the performance of assigned tasks or other activities? |
PQ 24 | How much could you focus on the assigned tasks or required activities rather than on the mechanisms used to perform those tasks or activities? |
PQ 25 | How fully were your senses involved in this experience? |
PQ 26 | How easy was it to identify objects through physical interactions such as touching an object, walking on a surface, or bouncing off a wall or object? |
PQ 27 | Were there moments during the virtual experience when you felt totally focused on the tasks or the environment? |
PQ 28 | How easily did you adapt to the control devices used to interact with the virtual environment? |
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© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Pireddu, A.; Giliberti, C.; Innocenti, A.; Simeoni, C.; Bonafede, M. A Novel Macro-Level Model in Evaluating Health and Safety Training Based on Virtual Reality. Int. J. Environ. Res. Public Health 2025, 22, 1378. https://doi.org/10.3390/ijerph22091378
Pireddu A, Giliberti C, Innocenti A, Simeoni C, Bonafede M. A Novel Macro-Level Model in Evaluating Health and Safety Training Based on Virtual Reality. International Journal of Environmental Research and Public Health. 2025; 22(9):1378. https://doi.org/10.3390/ijerph22091378
Chicago/Turabian StylePireddu, Antonella, Claudia Giliberti, Alessandro Innocenti, Carla Simeoni, and Michela Bonafede. 2025. "A Novel Macro-Level Model in Evaluating Health and Safety Training Based on Virtual Reality" International Journal of Environmental Research and Public Health 22, no. 9: 1378. https://doi.org/10.3390/ijerph22091378
APA StylePireddu, A., Giliberti, C., Innocenti, A., Simeoni, C., & Bonafede, M. (2025). A Novel Macro-Level Model in Evaluating Health and Safety Training Based on Virtual Reality. International Journal of Environmental Research and Public Health, 22(9), 1378. https://doi.org/10.3390/ijerph22091378