The term "gamification" is more than just a trend. Professionals in HR and L&D should not undervalue the advantages of gamification because it is far from simple.
Your project, business or training becomes more dynamic when games and competitiveness are incorporated, and learner engagement can rise dramatically as a result.
Why does gamification motivate learners and individuals? Firstly, it is accessible to almost anyone through its simplicity, and, secondly, it has at its heart, a great motivator... the desire to win.
Not too long ago we built a trivia game called Demokrasia Yetu, in 2 months we got close to 10k players and this is what we learned.
Demokrasia Yetu was a trivia game we built to challenge Kenyans on their knowledge of their democratic rights and duties and rewarded them with points and airtime for correctly answered questions. It was during the lead-up to the 2022 General election and everyone needed to participate!
We set up the questions on a telegram bot called Kura Yako, Sauti Yako, and surprisingly we got the most number of player from where you would least expect them!
Here are the top 7 counties with the most players.
- Uasin Gishu - 1191
- Nakuru - 962
- Baringo - 800
- Nairobi - 624
- Bomet - 437
- Kericho - 435
- Kisii - 397
We divided the theme into different topics and here are the top 8 topics that people got wrong (Example 49.4 percent of questions asked about the County Government were answered wrong)
- County Government - 49.4%
- EACC (Ethics and Anti-Corruption Commission) - 37.5%
- ORPP (Office of the registrar of political parties) - 33.1%
- Constitution - 28.1%
- Election laws - 26.4%
- IPOA (Independent policing oversight authority) - 26.0%
- General Knowledge - 26.0%
- IEBC (Independent Electoral and Boundaries Commission) - 25.2%
Players on average got 2/3 of the questions right and spent approximately 80 min answering questions. In total players withdrew 1.5M Kes (15,000USD) in airtime total rewards with each on average withdrawing 170KES. In terms of gender, approximately 60% of players were male (or had male names) while 40% were female and the most common last name in our group was Kibet.
To summarize young Kenyans in Uasin Gishu, Nakuru and Baringo were the most active young Kenyans in the game, and from our sample, we know that young Kenyans know 2X more about how the IEBC works than their local County Governments, and they have a 50/50 chance of getting any question about their local governments right.
Hope this gamification exercise was enlightening you can still play the game without points on telegram @KuraYako_Bot
More about the program at www.kurayako.co.ke