Gamification and virtual reality in occupational safety teaching
Resumo
This study presents a serious game in virtual reality for occupational safety education in construction. Developed in Unreal Engine 5.5® with Meta Quest 2®, it allows free navigation, hazard identification through menus, and real-time feedback in realistic scenarios such as scaffolding, excavations, and sanitary facilities. Preliminary results confirm system functionality, immersive interaction, and potential to replicate inspection practices. Next steps include implementing scoring and assessing educational impact.Referências
Bontchev, B., et al. (2024). Gamification design and its impact on engineering education: a case-based analysis. Journal of Educational Technology and Society, 27(1), 45–59. DOI: 10.1016/j.ifacol.2024.07.170
Bucchiarone, A. (2022). Teaching software engineering through gamification: a design-based research approach. IEEE Transactions on Education, 65(2), 162–170. DOI: 10.1016/j.vrih.2022.08.001
Epic Games. (2023). Unreal Engine 5.5. Cary, NC: Epic Games. Retrieved from [link]
Haj-Bolori, S., Knauss, E., & Sheorey, R. (2024). Applying situational gamification to software process improvement: A case study in higher education. Journal of Systems and Software, 206, 111–123. DOI: 10.1108/JWL-01-2024-0008
Lund, A. M. (2001). Measuring usability with the USE questionnaire. Usability Interface, 8(2), 3–6. Retrieved from [link]
Meta. (2020). Meta Quest 2: advanced all-in-one VR headset. Meta Platforms. Retrieved from [link]
Morschheuser, B., Hassenzahl, M., Alt, F., & Hamari, J. (2018). Situational gamification: a literature review and future directions. In Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS) (pp. 1118–1127). Waikoloa, HI. DOI: 10.1016/j.infsof.2017.10.015
International Labour Office (ILO). (2023). Segurança e saúde na construção. Código de práticas da OIT. Edição revista. Geneva: International Labour Office. ISBN 978-92-2-039086-3 (web). Retrieved from [link]
SmartLab. (2023). Observatório de Segurança e Saúde no Trabalho. Brasília: Ministério Público do Trabalho; Organização Internacional do Trabalho. Retrieved from [link]
Urgo, M., et al. (2022). Serious games for engineering education: a framework based on learning objectives. International Journal of Engineering Pedagogy, 12(2), 23–37. DOI: 10.1016/j.cirpj.2021.11.006
Bucchiarone, A. (2022). Teaching software engineering through gamification: a design-based research approach. IEEE Transactions on Education, 65(2), 162–170. DOI: 10.1016/j.vrih.2022.08.001
Epic Games. (2023). Unreal Engine 5.5. Cary, NC: Epic Games. Retrieved from [link]
Haj-Bolori, S., Knauss, E., & Sheorey, R. (2024). Applying situational gamification to software process improvement: A case study in higher education. Journal of Systems and Software, 206, 111–123. DOI: 10.1108/JWL-01-2024-0008
Lund, A. M. (2001). Measuring usability with the USE questionnaire. Usability Interface, 8(2), 3–6. Retrieved from [link]
Meta. (2020). Meta Quest 2: advanced all-in-one VR headset. Meta Platforms. Retrieved from [link]
Morschheuser, B., Hassenzahl, M., Alt, F., & Hamari, J. (2018). Situational gamification: a literature review and future directions. In Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS) (pp. 1118–1127). Waikoloa, HI. DOI: 10.1016/j.infsof.2017.10.015
International Labour Office (ILO). (2023). Segurança e saúde na construção. Código de práticas da OIT. Edição revista. Geneva: International Labour Office. ISBN 978-92-2-039086-3 (web). Retrieved from [link]
SmartLab. (2023). Observatório de Segurança e Saúde no Trabalho. Brasília: Ministério Público do Trabalho; Organização Internacional do Trabalho. Retrieved from [link]
Urgo, M., et al. (2022). Serious games for engineering education: a framework based on learning objectives. International Journal of Engineering Pedagogy, 12(2), 23–37. DOI: 10.1016/j.cirpj.2021.11.006
Publicado
30/09/2025
Como Citar
SILVA, Rayssa V. da; SIMÕES, Francisco P. M.; V. VASCONCELOS, Bianca M..
Gamification and virtual reality in occupational safety teaching. In: WORKSHOP DE TESES E DISSERTAÇÕES - SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 27. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 1-5.
DOI: https://doi.org/10.5753/svr_estendido.2025.15388.
