Purpose
The purpose of this paper is to evaluate the impacts of using gamification techniques to improve transparency of production assignments and worker performance and to increase the engagement of construction workers.
Design/methodology/approach
The research strategy is based on design science research. A web tool called Gamified Construction Project System was designed, implemented and evaluated through empirical studies.
Findings
The effectiveness of game mechanics used in the GamifiedSystem, such as the point system, the badge, the leaderboard and the feedbacks loops, improved the communication of weekly tasks, rules and policies through better information transparency; the system also motivated the workers to be more engaged and to improve their performance to win the game.
Originality/value
The main contribution of this study is the incorporation of gamification techniques in the visual management construction field and the adherence of the workforce to production tasks and rules.
The construction industry is undergoing a digital transformation, with the goal of developing long-term solutions that promote construction companies’ alignment with market demands and that empower them to reduce production losses as much as possible. The purpose of this paper was to evaluate a gamified model for disseminating production information in the construction industry using visual management. This was a qualitative exploratory study that employed the Design Science methodology and the Design Science Research method. The model was designed, developed, and evaluated by 35 people, including 10 off-site users who focused on usability, user experience, and model promotability, 15 engineers, and 10 workers who considered user experience and promotability. Employees and managers thought the model was excellent, while outside users thought it was good. Furthermore, the evaluators made suggestions for improvements aimed at achieving excellence. We conclude that the proposed model improves production information dissemination in construction by considering the target audience’s digital inclusion and knowledge diffusion within work teams.
A indústria da construção civil tem procurado se modernizar para acompanhar as mudanças tecnológicas que vem ocorrendo no cotidiano das pessoas, porém a falta de transparência no processo de construção leva a dificuldade de entendimento pelos operários e a problemas de comunicação entre os níveis tático e operacional. Este artigo tem o objetivo de discutir e apresentar a solução desenvolvida para facilitar a comunicação entre trabalhadores e gestores no canteiro de obras a fim de melhorar o entendimento das metas de trabalhos. Trata-se de uma pesquisa exploratória com abordagem metodológica Design Science usando o método o Design Science Research. A pesquisa foi dividida em três fases, a saber: (1) Compreensão, (2) Desenvolvimento, (3) Avaliações. O presente artigo corresponde a fase de desenvolvimento da solução, envolvendo análise de requisitos dos gestores e trabalhadores da construção civil a fim de elaborar um sistema web com interface gamificada. A partir das informações produzidas e da revisão bibliográfica desenvolveu-se um sistema gamificado. O contexto da construção civil evidência que os trabalhadores possuem carência de reconhecimento e têm baixa escolaridade. A interação com esses sujeitos indicou que a inserção de estratégias gamificadas poderia contribuir para a melhoria da comunicação. Os resultados apontam que a solução proposta pode minimizar estes problemas.
This paper aims to present a concept of technology as a solution to monitor thermo-sensitive health products and contribute to preserving their integrity along the cold chain. This study is exploratory research with a case study involving a survey with health professionals and the use of tools for product development in order to find a solution to the problem of traceability and warnings about temperature deviations. From the information collected and the literature reviewed, it was possible to develop a concept of a product to meet the customer requirements. The results showed that thermo-sensitive health products lack traceability in the health network and that the concept presented contributes to solving this problem.
The objective of this article was to assess critically the knowledge diffusion models proposed by Dorothy Leonard-Barton in 1992 and by Nonaka and Takeuchi in 1994 to identify the major methodological, structural, and conceptual differences between them, highlighting advantages and limitations. For this, a review of the theoretical structure, categories, descriptive elements, and operation of each model was conducted based on the cases of Chaparral Steel and Honda companies. Methodological and conceptual conflicts were identified, as well as convergences between the models. It was concluded that the models, despite the differences, can be adopted simultaneously in an organization.
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