Gamification | The Compass Boardgame
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About This Project

 

The Compass uses the metaphor of a navigational instrument to guide trainers through a repository of 60 participatory learning, training and knowledge sharing methods. These methods were developed and validated in workshops all over the world conducted by ITCILO and are available online: http://compass.itcilo.org/

 

Slide1 - Copy

Motivation towards learning at work is one of the biggest issues in any organization, and also ITCILO usually registers low attendance in staff development activities. Another problem is represented by fast turn over: many international organizations struggle to create meaningful learning opportunities for new comers, therefore facilitate integration of employees. The challenge here was to keep trainers, especially newcomers, up-to-date with training methodologies.

 

Slide1

The “Compass Game: Learning & Training Adventures” is a game-board for new trainees, collaborators, junior facilitators or ITCILO staff who is not expert in knowledge sharing methodologies.

It is possible to play the game with colleagues during an informal workplace learning session or include a game session during a more structured workshop. By using a navigational metaphor, the game guides you through a set of challenges, questions, unforeseen situations until reaching the very hand of the learning cycle: the Compass.

The game is conceived to be played in teams. Each team should be composed of a minimum of 3 players to a maximum of 5 to make sure anybody is able to contribute. There should be a maximum number of 3/4 teams playing together. Each team should move along the circular track and correctly answering questions/performing activities. The winning team is the one who firstly completes the learning cycle by reaching the Compass at the end, answering correctly the game-winning question in a category chosen by the other players.

The learning cycle is composed of Milestones, Questions, Challenges and Unforeseen boxes.

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Milestones represent a visual transition to the next level: the first part of the cycle starts with alternating Questions and Unforeseen; the second part of the cycle has Challenges, Questions and Unforeseen; and finally the third part of the cycle includes almost only Challenges, thus increasing the difficulty of the game.

Questions encourage seeking of specific information with limited time;

Challenges, encourage peer collaboration, recalling of information, critical thinking, analysis. Sometimes all teams are asked to play simultaneously.

Unforeseen describe either positive or negative scenarios any trainer deals with while designing and implementing a training activity.

Title

Title: The Compass Game: Learning and Training Adventures

Format

Offline

Game elements

Narration, Challenges, Levels of Difficulty, Competition and Cooperation, Goal, Time triggers, Replayability, Feedback

Credits

Tom Wambeke, Alessia Messuti. Graphic design by: Nora Soler Pastor

Category
Gamification