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GerenciObras: Student Engagement and Satisfaction in an Extended Reality Game for Lean Construction Education

Oct 2026 · Computer Applications in Engineering Education · 0 citations · 29 references

Abstract

Traditional Lean Construction education in civil engineering often struggles with student engagement due to its abstract nature. A survey of 102 students confirmed this, revealing dissatisfaction with conventional methods (42.2%) and a strong demand for more practical (77.5%) and motivating (60.8%) learning experiences. To address this engagement gap, this paper presents the development and evaluation of “GerenciObras,” a multi‐user, gamified Extended Reality (XR) serious game designed to teach the identification of non‐physical Lean wastes. The tool employs an asymmetric pedagogical model, where one student in VR (Investigator) collaborates with a team observing on a shared screen. An exploratory case study ( n  = 5) was conducted to assess the tool's reception. Qualitative observations revealed a significant shift from student passivity during a traditional lecture to active, spontaneous collaboration and high behavioral persistence and engagement during the game. These findings were supported by quantitative data, which showed exceptionally high user satisfaction (M = 4.80/5.00 for stimulating interest; M = 5.00/5.00 for improving understanding). This study presents preliminary evidence for “GerenciObras” as a successful proof‐of‐concept, demonstrating that an asymmetric XR simulation is a viable and effective strategy for overcoming the affective and motivational barriers in teaching complex engineering management topics.

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