Per: flávia barros ribeiro (arcelormittal tubarão), gustavo nascimento barbosa (ARCELORMITTAL TUBARÃO), bruno luiz santos favarato (ARCELORMITTAL TUBARÃO), igor oliveira godinho (ARCELORMITTAL TUBARÃO), dimitrie baldotto rocha (ARCELORMITTAL TUBARÃO)
Abstract:
The gamification project was born at the Integrated Center for Metalmechanical Solutions – Parts Manufacturing and Assembly Maintenance Workshops – located at ArcelorMittal Tubarão, through the desire to build a learning plan, with a focus on stimulating behavior change, adherence to digital transformation , abandonment of outdated processes, aiming at improving performance and business results.
The game is personalized and is born after a series of workshops, they are idealized together with the possible learning model and go through the validation of the participants (the team's own collaborators). Validation takes place from the execution of the concept on a smaller scale (prototype) which, later, will allow the implementation of the final project, aligned with the objectives and expected results.
Gains vary between those that we can measure and those that we can feel, and together they transform and build culture. Highlight for: increased productivity, development, protagonism, ownership and connection between people.
Gamification is the way to transform culture, since it involves the development of an educational program that, based on the application of methodologies, essential tools for absorbing knowledge, enables its application in work routines, with a focus on promoting protagonism, development of new skills, making activities more enjoyable