Gamificação de treinamentos em Saúde e Segurança no Trabalho utilizando Minecraft: Um trabalho em andamento
Resumo
Este trabalho em andamento propõe a gamificação de treinamentos de Segurança e Saúde no Trabalho (SST) utilizando a plataforma Minecraft Bedrock. Os métodos tradicionais de SST enfrentam desafios de baixo engajamento e dificuldade de retenção de conhecimento. Por meio de revisão bibliográfica, identificou-se uma lacuna significativa: a escassez de estudos vinculando Minecraft e treinamentos em SST. Este estudo propõe uma metodologia gamificada modular com cenários alinhados às Normas Regulamentadoras (NRs) e o design conceitual de um protótipo mínimo viável (MVP). Os resultados preliminares incluem a especificação de quatro cenários de treinamento e uma arquitetura técnica para sua implementação. O trabalho visa contribuir na literatura de promoção da saúde ocupacional através da gamificação baseada em jogos sérios.Referências
Cipollone, D., Schifter, C., and Moffat, R. (2016). Investigating the role of minecraft in educational learning environments. In Proceedings of SITE International Conference.
Emiroglu, E. et al. (2025). Floodcraft: Game-based interactive learning environment for flood risk awareness. International Journal of Disaster Risk Reduction.
Gampell, A. V. et al. (2024). Fostering students’ participation in disaster risk reduction through minecraft. Safety Science.
Gao, Y., Gonzalez, V., and Yiu, T. W. (2019). The effectiveness of traditional tools and computer-aided technologies for health and safety training in the construction sector. Computers and Education, 138:101–115.
Ghani, A. Z., Ashaari, N. S., and Sarim, H. M. (2019). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 6(1):3.
Guncaga, J. et al. (2020). Minecraft: Education edition as a game-based learning in slovakia. In Proceedings of the European Conference on Games Based Learning.
Hutton, J. (2021). Minecraft education edition’s ability to create an effective and engaging learning experience. In Proceedings of the International Conference on Education and New Learning Technologies.
kai Chou, Y. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont.
Minecraft Education (2024). Minecraft education is a game and a learning tool. ISTE Blog. Accessed: Feb. 2026.
Minecraft Education (2025). Smart shift – work safe. Minecraft Education Lesson. Accessed: Feb. 2026.
Nguyen, T. et al. (2020). Using design-science based gamification to improve organizational security training and compliance. In Proceedings of the Hawaii International Conference on System Sciences.
Rossi, M., Moretti, F., Cividino, G., Gubiani, R., and Pergher, S. (2021). Innovating occupational safety training: A scoping review on digital games and possible applications in agriculture. International Journal of Environmental Research and Public Health, 18(4):1868.
SafetyMint (2024). Reimagining safety training through gamification. SafetyMint Blog. Accessed: Feb. 2026.
Sarabia, S. et al. (2022). The affordances of minecraft education as a game-based learning tool. Journal of Science Education and Technology.
Tzioutzios, D. et al. (2023). Safety hunting: a serious gaming approach for industrial safety training. In Chemical Engineering Transactions, volume 100, pages 619–624.
Vieira, R., Barkokebas, B., et al. (2023). Gamification using technologies for occupational safety training in the civil construction sector. International Journal of Occupational Safety and Ergonomics.
Emiroglu, E. et al. (2025). Floodcraft: Game-based interactive learning environment for flood risk awareness. International Journal of Disaster Risk Reduction.
Gampell, A. V. et al. (2024). Fostering students’ participation in disaster risk reduction through minecraft. Safety Science.
Gao, Y., Gonzalez, V., and Yiu, T. W. (2019). The effectiveness of traditional tools and computer-aided technologies for health and safety training in the construction sector. Computers and Education, 138:101–115.
Ghani, A. Z., Ashaari, N. S., and Sarim, H. M. (2019). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 6(1):3.
Guncaga, J. et al. (2020). Minecraft: Education edition as a game-based learning in slovakia. In Proceedings of the European Conference on Games Based Learning.
Hutton, J. (2021). Minecraft education edition’s ability to create an effective and engaging learning experience. In Proceedings of the International Conference on Education and New Learning Technologies.
kai Chou, Y. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont.
Minecraft Education (2024). Minecraft education is a game and a learning tool. ISTE Blog. Accessed: Feb. 2026.
Minecraft Education (2025). Smart shift – work safe. Minecraft Education Lesson. Accessed: Feb. 2026.
Nguyen, T. et al. (2020). Using design-science based gamification to improve organizational security training and compliance. In Proceedings of the Hawaii International Conference on System Sciences.
Rossi, M., Moretti, F., Cividino, G., Gubiani, R., and Pergher, S. (2021). Innovating occupational safety training: A scoping review on digital games and possible applications in agriculture. International Journal of Environmental Research and Public Health, 18(4):1868.
SafetyMint (2024). Reimagining safety training through gamification. SafetyMint Blog. Accessed: Feb. 2026.
Sarabia, S. et al. (2022). The affordances of minecraft education as a game-based learning tool. Journal of Science Education and Technology.
Tzioutzios, D. et al. (2023). Safety hunting: a serious gaming approach for industrial safety training. In Chemical Engineering Transactions, volume 100, pages 619–624.
Vieira, R., Barkokebas, B., et al. (2023). Gamification using technologies for occupational safety training in the civil construction sector. International Journal of Occupational Safety and Ergonomics.
Publicado
01/06/2026
Como Citar
CASTRO, Vinicius de Freitas; SALAZAR, Aldo Andre Diaz; DÍAZ, Jalusa Andreia Storch.
Gamificação de treinamentos em Saúde e Segurança no Trabalho utilizando Minecraft: Um trabalho em andamento. In: CONCURSO DE TRABALHOS DE INICIAÇÃO CIENTÍFICA - SIMPÓSIO BRASILEIRO DE COMPUTAÇÃO APLICADA À SAÚDE (SBCAS), 26. , 2026, Ouro Preto/MG.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 7-12.
ISSN 2763-8987.
DOI: https://doi.org/10.5753/sbcas_estendido.2026.20404.
