VIRTUAL REALITY IN EDUCATIONAL ENVIRONMENTS: BENEFITS AND CHALLENGES FOR PROFESSIONAL TRAINING AND CORPORATE LEARNING IN THE PUBLIC SECTOR
Virtual Reality; Corporate Learning; Public Service; Serious Games; Escape Room; Professional Training
Traditional training models in the Brazilian public sector, which are predominantly lecture-based, present limitations regarding participant engagement and the transfer of learning to professional practice, especially with respect to the development of socioemotional competencies. Within the Judiciary, such limitations become critical, since institutional performance depends not only on technical knowledge but also on skills such as communication, collaboration, leadership, and decision-making in complex organizational contexts. Recent literature indicates that approaches grounded in experiential and immersive learning tend to be more effective for developing these competencies when compared to conventional methods. In view of this problem, the central objective of the present study is to investigate how the design of a methodological process based on serious games integrated with virtual reality can enhance the training of public servants, analyzing its benefits and challenges in educational environments focused on professional training and corporate learning in the public sector. The research adopts a mixed-methods approach, of an applied nature, with an exploratory and descriptive character, structured in two analytical axes. The first axis comprises technological development, involving the design, prototyping, and validation of serious games in virtual reality organized under the logic of escape rooms. The second axis lies in the field of innovation management, encompassing the validation of the problem hypothesis, market and competition analysis in the B2G model, and the preliminary assessment of the strategic feasibility of the solution. The methodological procedures include a systematic literature review, application of pre- and post-intervention instruments, participant observation, semi-structured interviews, usability testing, and qualitative and quantitative data analyses. Preliminary results indicate relevant gaps in current training models and suggest that serious games integrated with virtual reality have the potential to foster active learning, collaboration, and psychologically safe environments for experimentation. Based on this investigative process, a method called EDscaper was developed and tested, aimed at designing immersive experiences for public servants, showing conceptual alignment and favorable acceptance by participants. With a view to disseminating the method in the Brazilian public sector, a homonymous startup was subsequently created, dedicated to its refinement and large-scale dissemination. Nevertheless, the studies indicate the existence of technical, organizational, and economic challenges that must be overcome to ensure the sustainability of the model. It is concluded, on a preliminary basis, that the use of the EDscaper method provides theoretical and empirical consistency to the study, contributing to the advancement of the academic debate on virtual reality applied to training in the public sector.