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.

The complete article is published in the Journal "Applied Ergonomics" (2025).

Bibliographic information

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

Written by:  E. Rey-Becerra, L. H. Barrero, R. Ellegast, A. Kluge

in: Applied Ergonomics, Volume 130, 2025.  pages: 1-15, Project number: F 2569, PDF file, DOI: 10.1016/j.apergo.2025.104626

Download file "VR- or lecture-based training? The role of culture in safety training outcomes" (PDF, 3 MB, Not barrier-free file)

Further Information

Research Project

Project numberF 2569 StatusOngoing Project Stress-optimized work design for grid control centers of critical infrastructures (Beautiful)

To the Project

Research ongoing