Gamification | The Compass Cards
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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

To make the methodologies even more popular and encourage ITCILO trainers to use new ones, we thought about ways to make the Compass repository even more accessible. This decision was informed by prior request by lots of trainers who asked us to make the Compass available offline as well as online in a handy format to be easily carried and used on the spot. Some trainers asked for the creation of a mobile application to be downloaded on smartphones but this option was not taken into consideration for the following reasons:

  • Colleagues without a smartphone will not be able to access the application;
  • Cards will allow for different applications e.g. training of trainers simulations rather than only being considered a support tool for trainers.

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Cards are as portable as a mobile device, even lighter; can be carried on field missions and can support informed decisions even when Internet connection is unstable. In particular, trainers can use them when they need:

  • A quick-reference tool to select the right learning methods for a workshop or training session;
  • A quick refresher on a specific training technique, while running workshops and sessions;
  • To explain to stakeholders how participatory their workshops are, and what the variety of training methods can help final beneficiaries achieve the learning objectives;
  • To visually explain participatory knowledge sharing methods, instead of using large manuals or tools that are only available online or are heavy to carry.

In order to bring this mobile set of cards to a further stage and to differentiate it from other products already existing on the market, we decided to enrich them through the visualization of space patterns and augmented reality data. The former constitute a practical piece of information as it visually represents people moving in the space, summarizing the main steps needed to implement each method and highlighting its engaging and participatory nature. Each card has an architectural description on how people occupy the space during the method implementation, including people, tables, walls and phases.

                                                                  IMG_3710[1]

On the other hand, the use of an augmented reality application such as Junaio allows overlaying information available on the card with additional materials such as short introductory videos and supporting links. Augmentation has a strong connotation with space and time as it allows access to additional information in real-time and in a semantic context.

Finally, cards are divided into “Easy” and “Complex” methods to be implemented.

Format

Offline + Online

Game elements

Cards, Aesthetic, Adaptability, Levels of Difficulty, Storytelling, Replayability

Credits

Tom Wambeke, Alessia Messuti. Graphic design by: Fausto Saltetti

Category
Gamification
Tags
Adaptability, Aesthetic, Cards, Levels, Replayability, Storytelling