Elicitação de Conhecimento Tácito na Indústria: Uma Investigação sobre sua Manifestação e o Potencial de Abordagens Lúdicas
Resumo
Introdução: A gestão de processos de negócio apoia-se em modelos formais, mas a execução real, especialmente na indústria, envolve adaptações e decisões nem sempre documentadas, caracterizando conhecimento tácito relevante para análise e redesenho de processos. Objetivo: Investigar como o conhecimento tácito mobilizado no trabalho real pode ser identificado e elicitado, por meio de abordagens lúdicas, para apoiar a gestão de processos de negócio. Metodologia: O estudo consiste em um survey exploratório, inspirado no modelo SECI, aplicado majoritariamente a profissionais da indústria. Os dados foram analisados por estatística descritiva, correlação e codificação temática. Resultados: Os resultados indicam maior percepção do conhecimento tácito nas dimensões de socialização e internalização, associado à prática, observação e interação. Externalização e combinação aparecem como dimensões mais frágeis, indicando dificuldade em converter experiências em registros e melhorias. As abordagens lúdicas foram percebidas como promissoras, especialmente por meio de simulações e experiências interativas.
Palavras-chave:
Conhecimento Tácito, Elicitação de Conhecimento, Gestão do Conhecimento, Abordagens Lúdicas, Indústria, Aprendizagem Experiencial
Referências
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Szelągowski, M. e Berniak-Woźny, J. (2024). Bpm challenges, limitations and future development directions–a systematic literature review. Business Process Management Journal, 30(2):505–557.
Becker-Kornstaedt, U. (2001). Descriptive software process modeling–how to deal with sensitive process information. Empirical Software Engineering, 6(4):353–367.
Beerepoot, I., Di Ciccio, C., Reijers, H. A., Rinderle-Ma, S., Bandara, W., Burattin, A., Calvanese, D., Chen, T., Cohen, I., Depaire, B., et al. (2023). The biggest business process management problems to solve before we die. Computers in Industry, 146:103837.
Boy, G. A., Masson, D., Durnerin, É., e Morel, C. (2024). Prodec for human systems integration of increasingly autonomous systems. Systems engineering, 27(5):805–826.
Cho, S. Y., Happa, J., e Creese, S. (2020). Capturing tacit knowledge in security operation centers. IEEE access, 8:42021–42041.
Classe, T. e Castro, R. (2025). Alternative representations of business process models for enhanced understanding by people: A systematic mapping study. In Anais do XXI Simpósio Brasileiro de Sistemas de Informação, pages 459–468, Porto Alegre, RS, Brasil. SBC.
Farnese, M. L., Barbieri, B., Chirumbolo, A., e Patriotta, G. (2019). Managing knowledge in organizations: A nonaka’s seci model operationalization. Frontiers in psychology, 10:2730.
Freeze, R. D. e Schmidt, P. J. (2015). To use or not to use—erp resistance is the question: The roles of tacit knowledge and complexity. Decision Sciences Journal of Innovative Education, 13(2):247–272.
Gao, Y., Gonzalez, V. A., e Yiu, T. W. (2019). The effectiveness of traditional tools and computer-aided technologies for health and safety training in the construction sector: A systematic review. Computers & Education, 138:101–115.
Grum, M., Gronau, N., e Shishkov, B. (2017). Integration of augmented reality technologies in process modeling. In Proceedings of the Seventh International Symposium on Business Modeling and Software Design, pages 206–215.
Hadjimichael, D., Ribeiro, R., e Tsoukas, H. (2024). How does embodiment enable the acquisition of tacit knowledge in organizations? from polanyi to merleau-ponty. Organization Studies, 45(4):545–570.
Iglesias, N., Juarez, J. M., e Campos, M. (2022). Business process model and notation and openehr task planning for clinical pathway standards in infections: critical analysis. Journal of Medical Internet Research, 24(9):e29927.
Lanzotti, A., Vanacore, A., Tarallo, A., Nathan-Roberts, D., Coccorese, D., Minopoli, V., Carbone, F., d’Angelo, R., Grasso, C., Di Gironimo, G., et al. (2020). Interactive tools for safety 4.0: Virtual ergonomics and serious games in real working contexts. Ergonomics, 63(3):324–333.
Lovreglio, R., Duan, X., Rahouti, A., Phipps, R., e Nilsson, D. (2021). Comparing the effectiveness of fire extinguisher virtual reality and video training. Virtual Reality, 25(1):133–145.
Lu, S., Wang, F., Li, X., e Shen, Q. (2022). Development and validation of a confined space rescue training prototype based on an immersive virtual reality serious game. Advanced Engineering Informatics, 51:101520.
Lucena, F. d. O. e Popadiuk, S. (2020). Tacit knowledge in unstructured decision process. RAUSP Management Journal, 55(1):22–39.
Moormann, J. e Wang, M. (2010). Using role-play based simulation to acquire tacit knowledge in. Proceedings of the 5th KMAP, pages 1–8.
Nicolaci-da Costa, A. M. (2007). O campo da pesquisa qualitativa e o método de explicitação do discurso subjacente (meds). Psicologia: reflexão e crítica, 20:65–73.
Nonaka, I. (1994). A dynamic theory of organizational knowledge creation. Organization science, 5(1):14–37.
Nonaka, I. (2009). The knowledge-creating company. In The economic impact of knowledge, pages 175–187. Routledge.
Nonaka, I. e Takeuchi, H. (1995). The knowledge creating company. How Japanese companies create the dynamics of innovation. Oxford University Press.
Oliveira, A., Hello, F., Stuchi, J., e Auras, N. (2024). Tacit knowledge management at Embrapa: strategies for structuring and sharing intellectual capital in a public research organization (Portuguese: Gestão de conhecimento tácito na Embrapa: estratégias para estruturação e compartilhamento do capital intelectual na organização pública de pesquisa). SIDALC.
Reijers, H. A. (2021). Business process management: The evolution of a discipline. Computers in Industry, 126:103404.
Rosendo, M., Buriol, T., de Geus, K., Scheer, S., e Felsky, C. (2011). Towards the development of a 3d serious game for training in power network maintenance. In 2011 Third International Conference on Games and Virtual Worlds for Serious Applications, pages 16–23. IEEE.
Stillwell, W. D. (2003). Tacit knowledge and the work of ikujiro nonaka: adaptations of polanyi in a business context. Tradition and discovery, pages 19–23.
Strauss, A. e Corbin, J. (1990). Basics of qualitative research. Sage publications.
Szelągowski, M. e Berniak-Woźny, J. (2024). Bpm challenges, limitations and future development directions–a systematic literature review. Business Process Management Journal, 30(2):505–557.
Publicado
29/09/2026
Como Citar
RUFINO JÚNIOR, Roberto; CLASSE, Tadeu Moreira de.
Elicitação de Conhecimento Tácito na Indústria: Uma Investigação sobre sua Manifestação e o Potencial de Abordagens Lúdicas. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 2641-2652.
DOI: https://doi.org/10.5753/sbgames.2026.25701.
