On August 22, 2023, Level Up Powered by Agate had the distinct privilege of participating as keynote speakers in a workshop hosted by Freshminds and BPJS Kesehatan. The event was attended by a diverse group of staff and managers from BPJS Kesehatan, providing an opportunity for Level Up Powered by Agate to share their specialized knowledge. The workshop was led by Junialdi Dwija Putra, the Head of the Gamification Division at Level Up Powered by Agate. The primary objective of the workshop was to provide an in-depth understanding of gamification strategies and their practical application in the context of BPJS Kesehatan. We discussed insights on gamification best practices and how BPJS Kesehatan can effectively use gamification to improve its framework.
At the workshop, we taught a little about our gamification design canvas so they could identify what gamification would be ideal for them to use at BPJS Kesehatan. Our gamification framework (which is now the Level Up Gamification Framework) serves as a guide for planning and designing gamification experiences. With this framework, participants can map out and conceptualize their gamification strategy more comprehensively.
In addition to providing insights and understanding, we want to help BPJS Kesehatan create engaging and effective gamification experiences, ensuring the gamification strategy is well-designed, user-centered, and in line with BPJS Kesehatan’s goals.
We also held a practice session that involved applying the gamification canvas as a step-by-step guide to designing and implementing a gamification strategy using the Gamification Design Canvas.
The workshop covered the following topics and activities:
Identifying Gamification Best Practices
We discussed insights on gamification best practices and how they can be effectively used to improve engagement and interaction within the BPJS Kesehatan framework.
Understanding the Gamification Design Canvas
The Gamification Canvas is a structured framework that serves as a visual tool for planning and designing gamification experiences. It helps designers and strategists at BPJS Kesehatan to comprehensively map and conceptualize their gamification strategy.
Purpose of Implementing Gamification Design Canvas
The goal is to help BPJS Kesehatan create engaging and effective gamification experiences, ensuring the gamification strategy is well-designed, user-centered, and in line with BPJS Kesehatan’s goals.
Practice on How to Implement the Gamification Design Canvas
We held a practice session that involved applying the gamification canvas as a step-by-step guide to designing and implementing a gamification strategy.
The practice we did in this workshop started from defining BPJS Kesehatan’s target audience and setting clear goals for their gamification experience. Then, we identify appropriate game mechanics, create a narrative or context, and establish a feedback system.
By systematically working through each element of the canvas, BPJS Kesehatan can develop a well-thought-out gamification strategy that aligns with its goals and user needs.
If you want to try to identify your gamification needs, first, you need to consider why you want to create a game for your framework, and what you want to achieve. This includes whether you want to create an;
Gamification can turn an activity into more interesting and fun by using game elements. With gamification, we can overcome boredom, increase happiness, and foster friendships. Gamification can also help us to achieve goals, improve performance, or learn new things.
With gamification, we can make teaching and learning more fun, motivating, and effective. Gamification in learning is based on the theory that having fun is actually learning through interesting and challenging experiences. Gamification can also be used to create an adaptive learning system, where users can learn at their own pace and level according to their needs and abilities.
With gamification, we can create ads that are more interactive, engaging and persuasive. Gamification harnesses the potential of advergames, which are games that promote a brand, product or service. Advergames can provide users with a positive and memorable experience, thus increasing their impression of and loyalty to the advertised entity. Gamification also capitalizes on product placement opportunities, which is the placement of products in the game that are relevant to the game’s context and story. Product placement can provide high exposure and recognition to users, thus increasing their awareness and interest in the advertised product.
Gamification can improve work quality and productivity. Gamification allows us to track work performance, reward workers, and help with memory visualization. Gamification can also increase engagement, loyalty, and collaboration between workers.
Gamification can be used by leveraging player behavior data to solve medical problems in patients. Gamification can also help us to learn and contribute to scientific research in a fun and meaningful way. Gamification can also be used to create scientific games, where users can learn scientific concepts, methods, or discoveries by playing games based on scientific phenomena. Scientific games can increase users’ curiosity, understanding or appreciation of science.
Gamification can be used to create therapeutic games, where users can improve physical, mental, or emotional health by playing a game customized to their needs and goals. Therapeutic games can increase the user’s adherence, self-efficacy or well-being to their therapy. This can be done by creating a gamified therapy system, where users play a game with game mechanics that can support their therapy process. Gamified therapy systems can increase users’ motivation and progress in their therapy.
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