Virtual journey through the history of Reformation [Case study]
Games for Business - The Learning Experience
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Executive Summary
Challenges
? Lack of knowledge among young generations about the cultural heritage of Reformation
? Rapid change in the information processing habits of new generations
? Challenges in the engagement of students during their learning process
Goals
? Make students more acquainted with Reformation
? Meet the expectations of younger user generations
? Create an engaging learning experience
Solution
The Reformed Church in Hungary implemented our gamified learning platform to address young generations and make them familiar with the cultural heritage of Reformation. Children and their teachers all over the country were invited to submit their applications to participate in a knowledge contest. During their exciting adventure, children learn in a playful way about Reformation by solving various educational tasks.
Please click to play the video of the system:
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Project background
Before implementing the Games for Business learning platform, the main challenge of the Reformed Church was to arouse the interest of students about Reformation and its history.
During traditional classroom trainings, children were introduced to lots of information, but it was not enough to engage them with the topic. Not to mention that after classes their newly acquired knowledge vanished rapidly.
The new approach
With the implementation of our gamified learning system, The Reformed Church in Hungary has transformed education into a game-like learning experience. During their exciting adventure, children had to retrieve lost data while traveling from one city to the next with the help of their virtual hero, Peregrin. Children were moving forward in the story and getting closer to find the lost information by solving various educational tasks.
Participating students formed teams and applied for the two-month contest with the help of the mentors from their schools. They paid virtual visits to historic sites, and after each completed task, they were rewarded with points, which they could redeem for valuable prizes.
To process the acquired knowledge, children voluntarily completed in real-life activities related to the topics, and they shared their experience with readers on their dedicated online blogs.
Detailed results
Only a week after the launch of the Games for Business platform, almost 1000 applicants, forming 196 groups were registered in the system and have started their learning journey. Both the mentors and the children finished the two-month game period with lots of new experience and information about the history of Reformation.
5.5 hours recorded usage time per student on average. This means that the average participant voluntarily spent 5 and a half hours of their free time processing content about the history and cultural heritage of the Reformed church, which otherwise does not appear to be an attractive topic for the target group.
82% of surveyed users liked the adventure story narrative. To provide a truly game-like level of motivation, our digital learning platform lifted students out of their everyday context and engaged them to be the lead character in a unique frame story. This is especially important if users are children.
89% surveyed children found the learning process engaging. This fact counts as an outstanding result, when compared to this generation’s lack of interest in the history of Reformation before the implementation.
71% of surveyed participants found the training content interesting. Despite its historic nature, content was also appreciated by students after processing it in a digital, game-based format.