Gametize Hub

Proposal: Enhancing Youth Engagement and Socio-Emotional Skills Through Gamification

Head of Academy
Enhancing Youth Engagement and Socio-Emotional Skills Through Gamification

Context:

Bilby is looking for a solution to support the their current programs to promote character values and socio-emotional competencies including relationship and team management, resilience, social awareness and self-awareness through a useful and fun gamified experience.

The solution needs to be inclusive, scalable and immersive, with the ability to track progress and provide sufficient data points to facilitate follow-up interventions. Understanding that content needs to be refreshed to provide for longevity and sustainable engagement, the gamified experience supports regular and easy updates to the content.

Bilby needs a useful platform for workshop facilitators and program managers to support physical (current) activities to provide a more engaging and immersive experience through a variety of game mechanics, including feedback, recognition and validation of effort put in by the affected youths. One added advantage is that Gametize has employed Artificial Intelligence in helping you plan your gamified campaign, as well as create content using our trademarked 6D Playbook.

Objectives

Work with Bilby and the various stakeholders to implement a campaign on gametize.com to achieve the following goals:

  • Support high-needs youth to acquire, anchor, retain and apply functional competencies such as self-leadership and socio-emotional skills
  • Facilitate the monitoring and measuring of developmental outcomes
  • Equip Bilby staff, facilitators and champions with ability to curate, edit and create fresh content with the support of our platform training

Problem Statement

How can we use technology to promote group learning and engagement among youths with psychological and emotional needs, while nurturing character values and socio-emotional competencies?

To unpack the the problem statement, focused questions need to be addressed:

  • To learn what?
  • To be able to do what? (Value and Outcomes)
  • How would they learn?
  • How would these competencies be accepted/embraced and applied by learners?

Challenges faced by Bilby currently:

  • Limited youth participation and engagement
  • Lack of follow-up support; 2 issues to focus on: Follow-up on one-off activities to sustain engagement and How to collect and recognise feedback from youths/stakeholders
  • Dependent on school programs (GEAR-UP and ASE) and fundraising for financial sustainability

Understanding The Users

Self
Youths may be self-centred, yet may lack self-awareness and a sense of self-worth. The concept of self is developing and often require prompts and guidance, without being too intrusive or instructional.

Structure
SEL does not necessarily occur in a linear fashion with youths nor take on the same developmental paths among them. This means content needs to be dynamic (to be inclusive) and allow for expression (design of “game” needs to be fluid).

Creative/Dynamic
To sustain interest and engagement, we need to constantly look at fresh content, avoid monotony and the mundane unless it is to drive a critical learning (e.g. if we want youths to reflect on learning, allow them to provide them in a variety of ways, such as, written text, upload a photo montage, create a video and upload the link, etc.).

Safe
Youths require a safe space to grow, express and experiment; to be mindful of fear of rejection, ridicule and failure.

Supported
They feel supported rather than being told. Support to be accessible but not “in-your-face”; support is not providing a crutch. Enable and empower.

Belonging
The need to belong is important but the community needs to form organically; to facilitate youths to discover and form teams.

Implementation Plan

This solution is designed to provide a gamified experience for our target audience between the ages of 12 and 17. Gametize is a highly intuitive and an easy-to-implement solution. Whether you are curating fresh content or adapting existing programs, Gametize is able to support your efforts with no coding knowledge needed. We will put you through our platform training and provide you with the necessary planning process, also known as our 6D Playbook.

Potential Benefits

  • Increased engagement: By incorporating game elements such as challenges, rewards, and feedback mechanisms using Gametize, it can help to motivate and engage our young learners to thrive in this gamified learning environment
  • Drive and Anchor Learning: Creating a relatable and fun learning journey to make learning of skills enjoyable and interesting, which supports the retention and application of knowledge
  • Behavior change: By providing rewards and recognition that encourages positive behaviour and actions, it helps to encourage learners to apply the skills they have acquired and take a proactive approach to managing the “self”
  • Social impact: Equipping our young learners with the requisite skills to be functioning, supports their personal growth, provides them with an opportunity to integrate into mainstream society and improves the quality of life.

Proposed Solution and System

Create white-label apps with simple customizations quickly on Gametize.com. The solution is hosted and managed on our server and database (powered by Amazon Web Services), minimizing overheads.

The use of Gametize Gamification Strategy – Using the 6D Playbook. Gametize firmly believes in a test-driven approach and thorough and structured design-thinking processes. You can learn more about Gametize
6D Playbook.

About Gametize

Gametize is the world’s simplest enterprise-grade gamification platform for community engagement and advocacy. Clients use Gametize to motivate target behaviors, such as employee training/ performance management or consumer marketing/ sales advocacy. The highly customizable and versatile solution is available on both cloud and on-premises. Gametize is proud to be one of eight winning solutions to be piloted in the Jurong Lake District (JLD) to lead the way in urban sustainability at the recent Innovation Challenge, organized by the Urban Redevelopment Authority (URA), Smart Nation and Digital Government Office (SNDGO) and the Infocomm Media Development Authority (IMDA) – See for the press release.