Level Up powered by Agate Unveils the Innovative Role of Gamification in Boosting Individual Retention by up to 90%
Home Services Our Works Gamification 101 Case Studies Turnkey Contact Languages Menu Home Services Our Works Gamification 101 Case Studies Turnkey Contact Languages Home Services Our Works Gamification 101 Case Studies Turnkey Contact Languages Menu Home Services Our Works Gamification 101 Case Studies Turnkey Contact Languages Edit Template Level Up powered by Agate Unveils the Innovative Role of Gamification in Boosting Individual Retention by up to 90% Photo Caption (left to right): Junialdi Dwijaputra, Head of Level Up powered by Agate; Liz Zeny Mery, Acting Deputy Assistant for Creative Economy Development at the Coordinating Ministry for Maritime Affairs and Investment; Andy Djiwandono, Head of Sustainability & Digital Lending at Bank Jago Jakarta, July 18, 2024 – Agate International (“Agate”), through its sub-brand Level Up powered by Agate, introduced its book titled The Dawn of Fun: A Gamification Journey Through Trends, Case Studies, and Best Practices. This book delves into the significant role of gamification across various sectors by providing insights from current trends, case studies, and best practices. It demonstrates that gamification not only strengthens marketing strategies and brand development but also enhances user engagement and retention through game-based learning. This innovative approach offers tangible benefits in creating more engaging and meaningful experiences for both consumers and employees. “Gamification is not just a tool for increasing brand engagement but an effective business strategy that enhances the output of learning and assessment processes. By integrating game elements into a work environment predominantly occupied by younger generations, companies can boost business performance from productivity, strengthen employee retention, and drive innovation,” said Head of Level Up powered by Agate Junialdi Dwijaputra. The Three Key Roles of Gamification in Learning: Motivating and Encouraging Engagement67% of individuals state that game-based learning is more engaging and motivating than traditional learning. This learning approach, through the use of technology, provides real-world context, keeping individuals interested and motivated to participate. Interaction and individual motivation to enhance their skills also increase with the presence of reward features as benchmarks for their achievements. Individuals participating in challenge-based gamification improve their performance by up to 89.45% compared to those who only listen to lectures. Enhancing Cognitive DevelopmentGame-based learning impacts affective, cognitive, and psychomotor aspects by increasing engagement, motivation, problem-solving abilities, emotional and practical skills. A study by the American Medical Association using fMRI technology showed three areas of brain growth in the hippocampus, prefrontal cortex, and cerebellum after two months of playing digital games. Strengthening RetentionGame-based learning can increase individual retention by up to 90%. This is because individuals can better recall information when they are actively involved in the learning process and have test scores above average by up to 40%. Acting Deputy Assistant for Creative Economy Development at the Coordinating Ministry for Maritime Affairs and Investment Liz Zeny Mery, stated, “The government is increasingly recognizing the transformative potential of gamification in education and training. Responding to the proven benefits of gamification in learning, the government plans to promote pilot programs that incorporate gamification into learning and training programs within Ministries/Agencies and State-Owned Enterprises (SOEs).” Gamification: An Effective Approach for Businesses to Better Connect with Millennials, Generation Z, and Generation Alpha According to a report by Newzoo, 44% of Generation (Gen) Z and 48% of Gen Alpha interact with in-game content beyond just playing it. For content types, interactive videos are the top choice for Millennials, Gen Z, and Gen Alpha. The adoption of game features or elements such as points, badges, levels, and performance charts into business initiatives can help effectively facilitate the learning process and achieve the ultimate goal of increasing brand engagement. For example, Level Up powered by Agate collaborated with PT Bank Jago Tbk to develop Jago Money Quest, an interactive web-based financial education game accessible at http://JagoMoneyQuest.com. Head of Sustainability & Digital Lending at Bank Jago Andy Djiwandono, explained that “We entrusted Level Up powered by Agate in the development of game-based learning, Jago Money Quest, to increase the awareness of Millennials and Gen Z about the importance of sustainable financial health. During the creation process, we experienced the potential of gamification in a precise, efficient, and effective manner through the implementation of the Level Up Gamification Framework.” The Level Up Gamification Framework is an innovative framework combining academic theory and practical application, designed to help companies optimally leverage the potential of gamification tailored to various business needs. It consists of four stages: Define Main Game Purpose, Define Target Market & Persona, Build Core Gameplay, and Fulfill Technical Requirements. To download a copy of The Dawn of Fun: A Gamification Journey Through Trends, Case Studies, and Best Practices, visit s.agate.id/mbtdof. If you are interested in learning more about gamification and how it can benefit you or your organization Check out our gamification services page and contact us today. We are ready to help you create a gamification experience that aligns with your needs and preferences. The Authors Related Articles All Posts Service Highlight-EN News-EN Education-EN All-EN Level Up powered by Agate Unveils the Innovative Role of Gamification in Boosting Individual Retention by up to 90% October 16, 2024/ Embracing Projection Mapping to Transform Real Estate Sales September 18, 2024/ The Global Monkeypox Outbreak: A Growing Public Health Concern September 12, 2024/ Games and Customer Loyalty September 11, 2024/ Transforming Indonesia’s Public Schools with the Octalysis Framework September 10, 2024/ The Evolution of Workplace Design and Its Impact on Employee Wellness and Productivity September 9, 2024/ How Gamification Marketing Can Boost Your Business August 30, 2024/ Joki Skripsi: Identifying the Root Problem August 29, 2024/ Games as a Safe Space to Fail: Redefining Gamification August 27, 2024/ Load More End of Content. All company names, brand names, trademarks, logos, illustrations, videos and any other intellectual property (Intellectual Property) published on this website are the property of their respective owners. Any non-authorized usage of Intellectual Property is strictly prohibited and any violation will be prosecuted under the law. © 2023 Agate. All rights reserved. Home Services
Batique: Indonesia’s First Game-Based Cognitive Ability Test
Home Services Our Works Gamification 101 Case Studies Turnkey Contact Languages Menu Home Services Our Works Gamification 101 Case Studies Turnkey Contact Languages Home Services Our Works Gamification 101 Case Studies Turnkey Contact Languages Menu Home Services Our Works Gamification 101 Case Studies Turnkey Contact Languages Edit Template Batique: Indonesia’s First Game-Based Cognitive Ability Test In an era where cognitive challenges are becoming increasingly complex, it is important to understand and optimise cognitive abilities. For many people, especially parents who want to see their child’s development, measuring and improving intelligence becomes a priority. That’s why the arrival of Batique, Indonesia’s first game-based intelligence test, is a revolutionary step in bridging the fun of play with the importance of cognitive development. In this article, we will explore the importance of this innovative approach and how Batique is not just a test, but a step towards exploring the world of your child’s intelligence in a fun and challenging way. What is Batique? Batique is a collaboration between Level Up powered by Agate, PT Melintas Cakrawala Indonesia (MCI), a company engaged in human resource development, and Universitas Gadjah Mada (UGM). Batique is the AJT Cognitive Test (AJT CogTest), which is a test designed to measure the cognitive abilities of children aged 5 to 12 years. Cognitive ability is the ability to plan, solve problems, argue, think abstractly, understand complex ideas, learn quickly, and learn from experience. Cognitive ability is essential to support individual success in various areas of life. Batique measures cognitive abilities by using interesting and interactive games. Thus, children will not feel bored or pressurised while taking the test. They will feel like they are playing while learning. Batique also provides positive and constructive feedback to children after they complete the test. How was Batique Developed? Batique was developed by following the stages of developing a measuring instrument in accordance with scientific principles. These stages include: Determining the purpose of measurement The purpose of Batique is to provide parents or teachers with a more specific as well as more generalized picture of cognitive abilities. Determining the measurement procedure Measurement is done individually with the help of a companion who ensures the test runs according to standards. Determine the test specifications. This test measures multidimensional cognitive abilities, namely the eight broad abilities in the Catell-Horn-Carroll (CHC) cognitive theory. The eight broad abilities are: Fluid reasoning (reasoning/intelligence) (Gf): The ability to think logically and abstractly in new situations. Crystallized intelligence (Gc): The ability to comprehend and communicate knowledge using previously learned experiences or procedures. Short-term memory (Gsm): The ability to store and process information in a short period of time. Visual-spatial processing (Gv): The ability to understand and manipulate visual patterns and stimuli to solve problems. Auditory processing (Ga): The ability to understand and manipulate auditive or verbal information. Cognitive processing speed (Gs): The ability to perform cognitive tasks quickly and accurately. Long-term storage and retrieval (Glr): The ability to store information in and fluently retrieve new or previously acquired information (e.g., concepts, ideas, items, names) from long-term memory. Reading/Writing (Grw): The ability to read, write and calculate. Test development procedure. Batique was developed using a combination of the classical test approach and the Rasch Model. theory approach. The classical test approach was used to identify psychometric properties early in development, while the modern theoretical approach was used for test assembly and scaling. Performing norms and norming A norm is an average or standardized value used to compare individual test results with group test results. Norming is the process of determining norms by collecting data from a representative sample of the population. Batique’s normative population is children aged 5 to 12 years. Norming is age group specific so that score interpretation refers to the age group of the child taking the test. How does Batique Work? Batique works by inquiring a number of questions or tasks related to the cognitive ability being measured. The questions or tasks are presented in the form of an engaging and interactive game. Children must answer or complete the questions or tasks correctly and quickly. Each question or task has a different level of difficulty. The more questions or tasks that are answered or completed correctly, the higher the score. Batique can be accessed through electronic devices such as computers, laptops, tablets or smartphones. Batique can be used by parents or teachers to measure children’s cognitive abilities at home or at school. Batique can also be used by children themselves to practice and improve their cognitive abilities. After completing the test, children will get feedback in the form of a score and test result report. The score shows children’s overall cognitive ability level and specifically for each broad ability. The test report contains an explanation of the meaning and implications of the scores, as well as suggestions for improving children’s cognitive abilities. What are the Advantages of Batique? Batique has several advantages over other intelligence tests, namely: Batique is the first game-based intelligence test in Indonesia. Batique uses interesting and interactive game media to measure children’s cognitive abilities. Thus, Batique can increase children’s motivation and engagement in taking the test. Batique is an intelligence test that measures cognitive abilities in a multidimensional manner. Batique measures the eight broad abilities in the CHC cognitive theory, which is one of the most widely used cognitive theories recognised by experts. Thus, Batique can provide parents or teachers with a more specific as well as more generalised picture of cognitive abilities. Batique is an intelligence test developed following scientific principles. Batique was developed using a combination of classical test approaches and modern theoretical approaches (Rasch Model). Batique is also normed and normalised by collecting data from a representative sample of the population. Thus, Batique has high validity and reliability as a measurement tool. What are the Outcomes and Impacts of Batique? Batique has been trialed and validated with over 1750 children from various backgrounds. The results and impact of using Batique can be seen in the following
Better Financial Literacy With Gamification: Collaborating with Bank Jago
Home Services Our Works Gamification 101 Case Studies Turnkey Contact Menu Home Services Our Works Gamification 101 Case Studies Turnkey Contact Home Services Our Works Gamification 101 Case Studies Turnkey Contact Menu Home Services Our Works Gamification 101 Case Studies Turnkey Contact Home Services Our Works Gamification 101 Case Studies Turnkey Contact Home Services Our Works Gamification 101 Case Studies Turnkey Contact Home Services Our Works Gamification 101 Case Studies Turnkey Contact Home Services Our Works Gamification 101 Case Studies Turnkey Contact Home Services Our Works Gamification 101 Case Studies Turnkey Contact Home Services Our Works Gamification 101 Case Studies Turnkey Contact Edit Template Better Financial Literacy With Gamification: Collaborating with Bank Jago Let’s face it, understanding how money works, and more importantly, how it can work to our benefit, has become increasingly crucial over the years. This is especially true when you consider the dynamic changes in the global economy, including the rise of financial alternatives such as digital wallets, online banks, and cryptocurrencies. Not to mention, the 2019 National Survey on Financial Literacy and Inclusion (SNLIK) even revealed a financial literacy index of 38.03% and a financial inclusion index of 76.19%. This data indicates that the Indonesian population still lacks a comprehensive understanding of various financial products and services offered by formal institutions. As a result, those trusty school textbooks written just five years ago, or even the latest editions that we just bought, start to feel outdated pretty quickly. This realization underscores the urgent need for innovative learning methods that can keep pace with our ever-changing financial ecosystem. Financial literacy is key to achieving greater financial inclusion and development. Honing our skills in planning and managing personal finances is crucial for building a resilient and sustainable well-being. A constantly updated financial education empowers us not only to make informed decisions about saving and investing but also to mitigate risks that could negatively impact our financial security. Furthermore, updated financial literacy promotes financial inclusion by equipping individuals with the skills needed to access and utilize financial services effectively. The question is, is there such a thing? Short answer, yes, there is. Recently, Level Up powered by Agate has just collaborated with PT Bank Jago Tbk to create a financial literacy education in the form of a game or gamification. In February 2024, they launched Jago Money Quest, a groundbreaking interactive web-based game for financial education accessible through jagomoneyquest.com. This isn’t just any game though. In line with the United Nations Financial Health Framework, Jago Money Quest takes players on a simulated financial journey through eight levels. You’ll start as a freshman, navigating student life, and progress all the way to graduation and your first job. This approach aligns perfectly with several of the United Nations’ Sustainable Development Goals (SDGs). Here’s how: Goal 1: No Poverty Financial illiteracy is a significant barrier to poverty reduction. By equipping young people with the knowledge and skills to manage their finances effectively, Jago Money Quest empowers them to make informed choices that can lead to financial security and break the cycle of poverty. Goal 4: Quality Education As we mentioned before, traditional education often falls short when it comes to practical financial literacy. The Jago Money Quest game fills this gap by providing an engaging and interactive platform for young people to learn essential financial concepts. This complements formal education, ensuring a well-rounded understanding of financial matters. Goal 8: Decent Work and Economic Growth Financial literacy is a cornerstone of economic empowerment. By fostering responsible financial management among young people, Jago Money Quest prepares them to participate more actively in the workforce. This can lead to increased savings, better investment decisions, and ultimately, contribute to overall economic growth. Bank Jago’s Agenda Bank Jago’s Head of Sustainability & Digital Lending, Andy Djiwandono, expressed that Jago Money Quest goes beyond just the numbers. The game encourages players to consider other crucial factors impacting financial decisions, like health and time management. The goal? To empower younger generations to become financially responsible, confident managers of their money and set sustainable long-term goals. Bank Jago’s collaboration with Level Up powered by Agate, highlights their commitment to innovative and accessible financial education. Through trial and error over two years, Level Up powered by Agate’s development team ensured that the game resonates with the experiences of students. As Andy Djiwandono explains, “We found that everyone, young or old, wants to be financially secure, but everyone faces unique challenges. This game is designed to be relevant to students before they graduate and enter the workforce, so they can start making informed financial decisions early on.” Jago Money Quest is truly a powerful tool with the potential to transform financial literacy for the younger generation. By aligning with the UN’s SDGs and utilizing innovative teaching methods, Bank Jago is taking a proactive step towards building a future where financial well-being is accessible to all. United Nations Sustainable Development Goals To align with the UN Sustainable Development Goals (SDGs) framework, as mentioned before, Jago Money Quest was built with Indonesian college students in mind. This web-based game, developed by Level Up powered by Agate in collaboration with Bank Jago, aims to provide a deeper understanding and awareness about the importance of financial literacy and financial health. Here’s how Jago Money Quest uses gamification to make learning fun and engaging: Simulating Real-Life Money Management Jago Money Quest throws you right into the thick of things. You’ll make everyday financial decisions in a safe, virtual environment. Through gameplay, you’ll learn how to budget, save, and make informed choices about your money, all in a format that’s both accessible and engaging. Assessment and Feedback The game incorporates an assessment element that reveals your financial personality. This valuable feedback helps you identify areas for improvement and develop a personalized financial strategy for the real world. Appealing Visuals Learning doesn’t have to be boring! Jago Money Quest features eye-catching illustrations that enhance the gameplay experience and keep you engaged throughout. Choice-Driven Narrative The game throws
The Level Up Gamification Framework: Level Up’s Innovative Framework
Home Services Our Works Gamification 101 Case Studies Contact Home Services Our Works Gamification 101 Case Studies Contact Home Services Our Works Gamification 101 Case Studies Contact Home Services Our Works Gamification 101 Case Studies Contact Edit Template The Level Up Gamification Framework: Level Up’s Innovative Framework Gamification has become increasingly popular recently as businesses have recognized its potential to drive engagement, motivation, and productivity. However, many businesses struggle to create effective gamification solutions. That’s where Level Up Powered by Agate comes in. Since its inception in 2014, gamification has been a key service offered by Level Up Powered by Agate. Over the years, it has refined its approach and now offers a comprehensive framework that caters to a wide variety of business solutions. Announced at their press conference at Tech in Asia 2023, Level Up Powered by Agate has developed a comprehensive gamification framework that is designed to help businesses of all sizes achieve their desired results. The framework is based on a deep understanding of gamification theory and practice, and it has been proven to be effective in a wide range of industries. “With our experience collaborating with companies in various industry sectors, we create approaches and frameworks so that gamification will be implemented according to business needs.” Head of Level Up powered by Agate, Junialdi Dwijaputra. The Level Up Gamification Framework The shift to a digital economy is rapidly increasing, making digital transformation a necessity rather than an option for businesses. In response to the rapidly increasing shift towards a digital economy, the Level Up Gamification Framework has been developed as a necessity for various businesses. This innovative model combines academic theory with practical implementation, designed to help companies unleash the full potential of gamification in brand development and human capital strategy growth. “The framework we have designed is the result of our extensive research to develop a gamification framework that is not only effective but can also be easily adopted by businesses. We understand that every company has different needs, and that is why we are committed to creating solutions that are flexible and customizable. With a focus on both academics and practical applications, our framework is a tool designed to help businesses maximize the potential of gamification in a precise, efficient, and effective way,” Head of Level Up powered by Agate, Junialdi Dwijaputra. The Level Up Gamification Framework was developed after identifying the gaps in existing gamification frameworks. Most existing frameworks lack the technical requirements necessary to support business needs. In contrast, Level Up Powered by Agate’s framework has been designed to fill this gap, providing a comprehensive and complete solution that can fulfill diverse business needs. In this framework, we propose three main objectives that gamification designers need to have, which are: business objective, design, and technical feasibility. These three components shape the ideal gamification for businesses to have in their arsenal. They ensure that the gamification solution is aligned with the business goal, tailored to the user’s needs and preferences, and feasible to implement and maintain. The Level Up Gamification Framework is built on three main pillars: Business Objective The first step is to clearly define the business objective that gamification is intended to address. This could be anything from increasing sales to improving customer loyalty to reducing employee turnover. Once the objective is defined, Level Up Powered by Agate can work with the client to develop a gamification solution that is tailored to their specific needs. Design The design phase involves creating a game that is both engaging and aligned with the business objective. Level Up’s team of experienced game designers uses a variety of techniques to create games that are fun, challenging, and rewarding. Technical Feasibility The final phase is to ensure that the game is technically feasible to implement and maintain. Level Up Powered by Agate has a team of experienced developers who can help with all aspects of game development, from asset management to scope management to launch planning. Conclusion If you are looking for a way to improve employee engagement, motivation, learning, and productivity, then you should consider Level Up’s Gamification. Level Up Powered by Agate has a proven track record of helping businesses to achieve their desired results with gamification. To learn more about the Level Up Gamification Framework, please visit our website or contact us for a free consultation. If you are interested in learning more about gamification and how it can benefit you or your organization Check out our gamification services page and contact us today. We are ready to help you create a gamification experience that aligns with your needs and preferences. All Posts All-EN What is Level Up’s Gamification? November 27, 2023/ Level Up Powered by Agate at What’s New? Summit 2023: Maximizing ROI November 23, 2023/ BPJS Kesehatan Meets Level Up: Gamification Strategy and Design Workshop November 20, 2023/ The Level Up Gamification Framework: Level Up’s Innovative Framework November 16, 2023/ Level Up: Understanding the Meaning of Gamification November 13, 2023/ All company names, brand names, trademarks, logos, illustrations, videos and any other intellectual property (Intellectual Property) published on this website are the property of their respective owners. Any non-authorized usage of Intellectual Property is strictly prohibited and any violation will be prosecuted under the law. © 2023 Agate. All rights reserved. Home Services Our Works Contact Gamification 101Case StudiesGamification for MarketingGamification for Learning Instagram Linkedin Twitter Facebook Youtube Edit Template