Submitted:
17 June 2026
Posted:
18 June 2026
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Abstract
Keywords:
1. Introduction
2. Materials and Methods
- immersive technologies (Virtual Reality, Augmented Reality, Mixed Reality, and Extended Reality);
- simulators and digital twins;
- gamification and serious games;
- e-learning systems (including MOOCs and Learning Management Systems);
- AI-based educational tools such as chatbots and AI tutors.
- formal education (school and university);
- vocational education and training (VET);
- apprenticeships and traineeships;
- lifelong learning and on-the-job training (or Training on The Job, ToTJ);
- peer learning or community of practice settings.
2.1. Study Screening and Eligibility Criteria
2.2. Evaluation Methodology Across the Taxonomy
- Cost-benefit feasibility (CBF), where the specific technology has been checked against costs and dimensions of the possible audience;
- Technology-learner fit (TLF), which is meant to keep into account the impact on agricultural workers;
3. Results
3.1. Distribution of Scientific Evidence Within the 5×5 Framework
3.1.1. Immersive Technologies in Agricultural Safety Training
3.1.2. Simulators and Digital Twins
3.1.3. Serious Games and Gamification
3.1.4. E-learning Systems
3.1.5. AI-Based Education Tools
3.1.6. Evidence from Non-Agricultural Contexts with Potential Transferability to Agriculture
3.2. Evaluation of the Feasibility of Digital Media for Agricultural Safety Purposes
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AI | Artificial Intelligence |
| AR | Augmented Reality |
| APS | Application Priority Score |
| EA | Evidence Availability |
| CAD | Computer-Aided Design |
| CBF | Cost-Benefit Feasibility |
| CD-ROM | Compact Disc Read-Only Memory |
| HCI | Human-Computer Interaction |
| IA | Inclusivity and Accessibility |
| ILO | International Labour Organization |
| LMS | Learning Management System |
| MOOC | Massive Open Online Course |
| MR | Mixed Reality |
| NASA-TLX | Nasa Task Load Index |
| NIOSH | National Institute for Occupational Safety and Health (USA) |
| SUS | System Usability Scale |
| TLF | Technology-Learner Fit |
| ToTJ | Training on The Job |
| VET | Vocational Education and Training |
| VR | Virtual Reality |
| XR | Extended Reality |
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| Search dimension | Category | Representative search terms or descriptors |
| Agricultural safety framework | Core domain | safety AND (agricultur* OR farm*) |
| Digital training tools | Immersive technologies | virtual reality, augmented reality, mixed reality, extended reality, immersive environment |
| Digital training tools | Simulation-based approaches | simulation, simulator, digital twin |
| Digital training tools | Game-based learning tools | serious game, gamification |
| Digital training tools | Digital learning platforms | e-learning, MOOC, learning management system |
| Digital training tools | AI-based educational systems | chatbot, AI tutor, intelligent tutoring system, conversational agent |
| Training contexts | Formal education | school, university, higher education |
| Training contexts | Vocational education and training | VET, vocational education and training |
| Training contexts | Apprenticeships and traineeships | apprenticeship, traineeship |
| Training contexts | Lifelong and work-based learning | lifelong learning, on-the-job training, workplace learning |
| Training contexts | Peer or community-based learning | peer learning, community of practice, community-based learning |
| Criterion domain | Inclusion criteria | Exclusion criteria |
| Sector | Studies focused on the agricultural or farming sector. | Studies addressing safety in non-agricultural sectors without a clear application to agriculture. |
| Topic | Studies addressing safety, risk prevention, hazard awareness, occupational health, or safety training. | Studies dealing with agriculture in general without a specific focus on safety-related issues. |
| Educational dimension |
Studies examining or discussing education, training, learning, or capacity-building activities. | Studies focused exclusively on technological development without any educational or training dimension. |
| Technology scope |
Studies investigating at least one of the selected digital or technology-enhanced tools. | Studies not involving any of the technology-enabled approaches considered in the study. |
| Learning context |
Studies situated in formal education, vocational education and training (VET), apprenticeships or traineeships, lifelong learning, on-the-job training, or peer/community learning contexts. | Studies unrelated to any learning or training context. |
| Document type |
Full-text publications suitable for qualitative analysis. | Editorials, notes, short commentaries, or publications lacking sufficient methodological or analytical detail. |
| Accessibility | Studies available in full text. | Records for which the full text was unavailable. |
| Relevance to study scope | Studies consistent with exploring digital solutions for safety education and training in agriculture. | Studies outside the conceptual scope of digital safety education and training in agriculture. |
| Variable | Score | Interpretation applied to the agricultural sector |
| Evidence availability (EA) | 1 | No direct studies in agriculture, but transferable evidence from other sectors |
| 2 | 1–2 studies in agriculture | |
| 3 | 3–4 studies in agriculture | |
| 4 | 5–6 studies in agriculture | |
| 5 | 7 or more studies in agriculture | |
| Cost-benefit feasibility (CBF) | 1 | High-cost solution mainly justified for large groups |
| 2 | High-cost solution also applicable to small groups | |
| 3 | Low-cost solution mainly effective for large groups | |
| 4 | Low-cost solution applicable also to small groups | |
| Technology–learner fit (TLF) | 0.5 | Very low expected fit for agricultural target group |
| 0.75 | Low expected fit for the specific agricultural target group | |
| 1 | Neutral fit for the specific agricultural target group | |
| 1.5 | High expected fit for the specific agricultural target group | |
| 2 | Very high expected fit for agricultural target group | |
| Inclusivity and Accessibility (IA) | 0.5 | Low accessibility or inclusivity |
| 0.75 | Moderate-low accessibility or inclusivity | |
| 1 | Neutral accessibility or inclusivity | |
| 1.5 | High accessibility or inclusivity | |
| 2 | Very high accessibility or inclusivity |
| Digital tool family |
Learning context |
Evidence availability | Cost-benefit | Technology-Learner fit | Inclusivity and Accessibility | APS |
| Immersive technologies |
Formal education |
4 studies from VR - AR (3) | High costs but still affordable (2) | Familiarity with the medium (2) | Can overcome language barriers (1.5) | 18 |
| VET | Only in other sectors (1) | High costs but still affordable (2) | Familiarity with the medium (2) | Can overcome language barriers (1.5) | 6 | |
| Apprenticeship and traineeship | Only in other sectors (1) | High costs, limited customization (1) | Familiarity with the medium (2) | Can overcome language barriers (1.5) | 3 | |
| Lifelong learning or ToTJ | Only in other sectors (1) | High costs, limited customization (1) | No benefit by this technology (1) | Benefits would not be clear (1) | 1 | |
| Peer, community learning | Only in other sectors (1) | High costs, limited customization (1) | No benefit by this technology (1) | Benefits would not be clear (1) | 1 | |
| Simulators or digital twins | Formal education |
Several studies on digital twins (4) | High costs but still affordable (2) | Students can learn faster (1.5) | Makes basic concepts easier through visualization (1.5) | 18 |
| VET | Only in other sectors (1) | High costs but still affordable (2) | Helps to put theory in practice (2) | Makes basic concepts easier (1.5) | 6 | |
| Apprenticeship and traineeship | Only in other sectors (1) | High costs but still affordable (2) | Positive changes in behaviors (2) | Makes basic concepts easier (1.5) | 6 | |
| Lifelong learning or ToTJ | Only in other sectors (1) | Personalization is necessary (1) | No significant changes (1) | Not fully applicable (1) | 1 | |
| Peer, community learning | Only in other sectors (1) | Personalization is necessary (1) | No significant changes (1) | Not fully applicable (1) | 1 | |
| Serious games or gamification | Formal education |
Several articles on injury prevention (3) | Usable with large groups of users (2) | Higher than in other cases (2) | Ease of use and accessibility (1.5) | 18 |
| VET | Only in other sectors (1) | Usable with large groups of users (2) | Higher than in other cases (2) | Ease of use and accessibility (1.5) | 6 | |
| Apprenticeship and traineeship | Only in other sectors (1) | Usable with large groups of users (2) | Customizable (2) | Ease of use and accessibility (1.5) | 6 | |
| Lifelong learning or ToTJ | One case-study (2) | Usable with large groups of users (2) | Interest only in few scenarios (1) | Limited match with workers’ needs (1) | 4 | |
| Peer, community learning | Only in other sectors (1) | Usable with large groups of users (2) | Interest only in few scenarios (1) | Limited match with workers’ needs (1) | 2 | |
| E-learning systems |
Formal education |
Studies about safety training (2) | Affordable for any kind of groups (4) | Users could not be sufficiently engaged (0.75) | Not fully applicable (1) | 6 |
| VET | Only in other sectors (1) | Affordable for any kind of groups (4) | Interest limited by the case (1) | Not fully applicable (1) | 4 | |
| Apprenticeship and traineeship | Only in other sectors (1) | Affordable for any kind of groups (4) | Interest limited by the case (1) | Not fully applicable (1) | 4 | |
| Lifelong learning or ToTJ | Only in other sectors (1) | Affordable for any kind of groups (4) | Specific content can improve user engagement (2) | Availability in several languages and applications (1.5) | 12 | |
| Peer, community learning | Only in other sectors (1) | Affordable for any kind of groups and applications (4) | Specific content can improve user engagement (2) | Availability in several languages and applications (1.5) | 16 | |
| AI-based educational tools |
Formal education |
One study on chatbots (2) | Costs are low for many users (3) | Not fully exploited (1) | No specific beneficial effects (1) | 6 |
| VET | Only in other sectors (1) | Costs are low for many users (3) | Not fully exploited (1) | Exchange of information (2) | 6 | |
| Apprenticeship and traineeship | Only in other sectors (1) | Costs are low for many users (3) | Exploited by audience (2) | Exchange of information (2) | 12 | |
| Lifelong learning or ToTJ | Only in other sectors (1) | Costs are low for many users (3) | Exploited by audience (2) | Exchange of information (2) | 12 | |
| Peer, community learning | Only in other sectors (1) | Large, skilled audience (4) | Exploited by audience (2) | Exchange of information (2) | 16 |
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