Gamification 4 Humanitarian Learning: from Kenya to Philippines and … globally with a MOOC!
Online
Badges, Challenges, Narrative, Progress tracking
ITCILO, Humanitarian Leadership Academy, Gamoteca, Alessia Messuti, Atish Gonsalves, Lucy Hall, Francesca Bertolino, Ioanna Kosteridou, Kyle Richardson
Based on the successful implementation of two Gamification Labs in Kenya and the Philippines, this MOOC was conceived to be an innovative online laboratory to reach a broader audience interested in the topic. The overall goal of the MOOC was to increase the awareness of non-profit and development professionals focusing on humanitarian themes such as disaster and risk management, disaster response and resilience, towards the use of gamification for capacity building.
This online course was the next stop of the units’ journey into addressing the need for increased engagement and effective training of humanitarian staff with the use of gamification. Meeting the increasing needs for professional learning in the humanitarian sector this course followed the trends suggested by research. Some of the key findings from a 2015 survey on the leaning preferences of aid workers include:
Exceeding 1,100 participants, this course proved that despite its specialized content it attracted a large number of participants, mainly already employed in the humanitarian sector. The learners identified various challenges in the humanitarian sector, deriving from their professional experiences that could be addressed through gamification and got their first experience in game design.
According to the learners, one of the main advantages of this MOOC was that its approach was more practical. In the evaluation question “How do you judge the contents in relation to your starting knowledge in Gamification?”, the learners described it mainly as practical.
The learners were overall highly satisfied with the course and 92.73% of the learners would recommend the MOOC to a colleague.
During the course there were 32 game prototypes with humanitarian relevant content submitted. These games were created with the use of Gamoteca platform, allowing learners to test their ideas.