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Jejak Penjelajah WSKT

Waskita Karya, a state-owned construction company specializing in commercial and residential building contracts, faced a challenge in optimizing its recruitment process to identify and assess qualified applicants effectively. In the pursuit of seeking qualified individuals for their projects, Waskita recognized the need to enhance their entire assessment process, ensuring a comprehensive understanding of applicants’ potential.

Objective

The primary objective of utilizing gamification is to assess and evaluate the nature, quality, and abilities of individuals engaging with the game. The narrative guides players through decision-making scenarios, accompanied by mini-games and puzzles, contributing to a comprehensive evaluation of their behavioral tendencies and overall quality score.

Challenge

The challenge lies in creating an assessment tool that effectively captures and analyzes player decisions, translating them into meaningful insights into their behavioral responses to different scenarios presented within the game’s narrative.

Solution

To address this challenge, “Jejak Penjelajah WSKT” incorporates a diverse range of mini-games and puzzles tailored to assess four types of intelligence: Intellectual Quotient (IQ), Spiritual Quotient (SQ), Emotional Quotient (EQ), Adversity Quotient (AQ).
Each mini-game analyzes specific aspects, such as patterns, algorithms, qualitative reasoning, chapter storylines, emotional impact, and trial-and-error processes. This approach ensures a holistic evaluation of players’ abilities and skills.

Result

After conducting assessments through “Jejak Penjelajah WSKT,” several significant outcomes have been observed:

Behavioral Insights

The game successfully captures and analyzes player decisions, allowing for insights into their behavioral responses to different scenarios presented within the narrative.

Quality Score Determination

Through evaluating performance scores obtained in mini-games and puzzles, the game effectively generates a quality score, indicating the player’s abilities and skills demonstrated during gameplay.

Individualized Results

The diverse outcomes derived from the player’s decisions contribute to providing unique and tailored assessments for each individual, highlighting their strengths and areas for improvement.

Engagement and Interaction

The integration of storytelling, decision-making, and interactive puzzles has enhanced player engagement and immersion within the game, facilitating a comprehensive evaluation of their nature and abilities.

Data-Driven Evaluation

The collected data from players’ interactions and performances within the game serve as a valuable resource for detailed analysis and future enhancements of the assessment process.

Result

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© 2023 Agate. All rights reserved.
Edit Template
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.

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Gamification 101
Case Studies
Gamification for Marketing
Gamification for Learning

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.