AUTUMN
2024
Gamification
of a digital cluster
of a digital cluster
The joint campus of Sechenov University and School 21 is an educational project of the university and the Sber School of digital Technologies, adapted for future medical specialists

Here, students of the First MED acquire real IT skills using the peer-to-peer methodology

The created program is specially adapted to the subject area of medical university students, but is not limited to the topic of healthcare
ABOUT THE PROJECT
team —

To do this, gamification is used — a system for managing human interaction through an engaging interpretation of conditions.

This is not just a set of "chips" for motivation, but the very structure of social systems that helps you see the key idea: every process in society is a game with its own rules, participants, and goals
the task of the
INVOLVE STUDENTS IN LIFE AND LEARNING ON CAMPUS
02
01
PROJECT FEATURES
LAUNCH
ENGAGEMENT
STRATEGY
  • Three customers — Sber, School 21, Sechenovka
  • An experimental format that requires flexibility
  • Without preparation and testing, we need to adapt quickly
  • The workload of basic education limits the time and effort of students
  • Systems engineering: involvement in the campus, learning, platform, community
  • There is no clear value in participating in community life
  • Designing new professions in line with the medical digitalization market
  • Using limited administrative resources
  • Formation of a self-governing community
03
44
3
Project within the scope of the task
Months
of intensive
work
102
Digital documents as a result
1
Successful launch
clusters

  • a training system that is valid for management levels in the market
  • built through social immersive games and does not need third-party experts
  • participation in community life has become the basis of group dynamics and personal development

  • the culture and value of the community for graduates has been formed
  • an additional monetization model has been found
  • reducing the workload of the organizational team

  • student's decisions and personal initiative are systematically encouraged through new processes
  • the personalization of learning comes from the deep motivation of the student
  • the student influences the learning processes and their modernization
Personal digitalization
Community =
self-governing guild
Soft-skills — second training
03
01
02
key
changes
STAGES
analysis
• we researched the market, the needs of students and stakeholders of the cluster
• synthesized the data and identified the scope and elements of the project
• created the concept of cluster gamification
01
DESIGNING gamification
  • cultural mythology of the cluster and the student community
  • flexible skills training system through games
  • levels of professional development relevant to the market
  • methodology and method of distribution of participants by tribes
  • motivational mechanics: badges, bonuses, merch, internal currency
  • tribal and community leaderboards
02
03
IMPLEMENTATION AND ADAPTATION
04
Management optimization
  • cross-team groups for fast work
  • open feedback, backlog management and idea implementation
  • metrics and monitoring of educational funnels
  • a strategic plan for the further development of gamification and community
  • change management guides for the organizational team
  • community self-management through managerial roles
  • buddy is a program for diving into a cluster
  • training in monitoring and master group skills
  • personalized student engagement
  • simplification of the points system to a single entity - experience points
FAQ
It all depends on the scale of the project. Simple mechanics like chatbots can be integrated in a week, because there are ready-made solutions on the market. Complex systems with ratings, missions and progression — from 3 to 6 months.
FUTURE
XXI
The gamification market will reach $58.8 billion by 2031, with a CAGR of 14.3%
Grand View Research
ALREADY GAMIFIED
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