Educate

Japara Healthcare wanted a new approach to resource-intensive, face to face training methods that better addressed skills requirements, ensured national compliance standards were met, and improved customer service. 

Mighty worked with Japara to develop gamified e-learning modules specifically for Australia’s aged care workforce generally made up of mature shift workers, many of which have English as a second language, that enabled them to learn anytime and anywhere. 

Through a customisable avatar staff become characters in a number of learning scenarios, connecting them deeper into the learning experience. Gamification elements such as immersive role playing, games within the game, micro quizzes and badges provided a engagement mix of edutainment.

The platform was integrated with Japara’s learning management system and provided regular analytics, engagement tracking, and skills reports to management.

Influence

The majority of LGBTI+ Australians experience day-to-day discrimination and are at a much higher risk of various negative social, mental and physical health outcomes. The Victorian Government wanted to find a new way to address discrimination and homophobia in the community.

Mighty created the Total Esports Action Manager that required players to coach their team to a win in the league. They were exposed to the experiences faced by LGBTI+ team members and helped to build empathy, modify behaviours, and change beliefs. The game highlighted positive values and appealed to a sense of fairness and justice, rewarding and normalising positive behaviours, creating good habits, helping to grow the maturity and desire to rebel against potential peer reactions.

Demonstrate

The ARC Centre of Excellence in Exciton Science is a world-class collaboration of academia and industry across five of Australia’s leading universities.

Mighty developed three free-to-play arcade games that incorporated elements of the centre’s innovative research into solar energy technology, lighting and security systems for National Science Week. The simple and fun edu-tainment games captured the attention of children, parents and teachers, encouraging them to discover more about the work being undertaken by students and researchers within the Centre

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