PROGRAM DESIGN CLARITY: We are hungry to know more about what exactly your model consists of. Please succinctly list a) what main activities are you doing with your beneficiaries, b) where you carry out the activities? c) how often? d) for how many hours? e) who delivers the services? and f) any other brief details
a) Main activities are planning of game strategy, taking on quests, involving in challenges & missions that require active participation, accessing e-learning materials, collaborating with other players, and submitting achievement reports. All of them are modeled by means of gamification.
b) There are both online (e-learning, research) and offline (active participation in real world) activities.
c) Players are encouraged to visit the Game on a daily basis.
d) There are missions/quests requiring different amount of time (1-12h). On average players devote 12-24h per month for the Game.
e) Each mission is supported by e-learning materials & video training delivered by MEGA and our partners.
f) Players do theoretic learning and planning online, while practical learning through quest accomplishment is performed offline. There are diverse quests, so players choose the ones they like most.
INSPIRATION: What do you consider the most important trends or evidence that inspire you to believe the world is ready to Re-imagine Learning? Please elaborate.
Readiness to Re-imagine Learning is proven by the statistics on Environmental & Entrepreneurial Education. They become more prominent, as shown by the number of Google searches with 100% growth from 2007 to 112,000,000 hits in 2014. Our research also displays a shift to the need for new learning forms: from traditional transmissive learning to collaborative & problem-based one.
It causes such concepts as gamification in learning and play-based education to gain more attention and application. They offer great potential in re-imagining learning to meet the needs and trends of the modern world.
LEARNING THROUGH PLAY: What does “learning through play” mean to you and why it is a must-have, instead of a nice to have?
Learning through Play is a natural state of a young being to receive the most important information about the surrounding world by using all its senses, practice different models of behavior within it, choose the most appropriate ones, and thus efficiently adapt to the environment. Playful learning is present in the behavior of all animals with a more or less developed brain. The nature has chosen this type of basic learning, because it engages all information receivers: somatic, auditive, visual, and intellectual (S.A.V.I. model). This justifies the crucial importance of play in learning.
SUSTAINABILITY: Please list a quick breakdown of your funding, indicating the percentage that comes from each source.
5732$ (51%) IT development; 1200$ (11%) marketing; 4297$ (38%) administration
4645$ (41%) awards/grants; 6778$ (59%) research
80% IT development; 17% marketing; 3% administration
58% revenue; 22% awards/grants; 20% research
MODEL: How does your mission relate to your business model (i.e. Non-profit, for-profit or hybrid)?
MEGA is a hybrid organization consisting of:
1) Non-profit entity in Moldova that is responsible for engaging and building up MEGA community, performing research on environmental education, and organizing other projects based on using MEGA Generation.
2) For-profit entity to be fully established in the UK with the focus on managing the MEGA Generation web platform and app, as well as administering revenue streams and financial sustainability.
FUNDING PRIORITIES: If your organization were given $20K in unrestricted funding today, how would you use it? Why?
The top priority now is to finalize development & testing of the MEGA Generation platform and app and then launch them on 05.06.2015 (World Environment Day). Therefore 80% of the funding will go to programming and design. The rest will be used for engaging youth and NGOs in testing our innovation.
PARTNERSHIPS: Tell us about your partnerships that enhance your approach.
In delivering practical environmental learning through MEGA Generation we have joined forces with Moldovan branches of such global youth organizations as AIESEC and JCI. They assist us in forming the MEGA community, enriching its members with knowledge, and mentoring young green changemakers. And the company Bright Games develops the web platform and mobile app for all that.
More details are available here: www.megageneration.com/partners.
COLLABORATIONS: Have you considered or initiated partnerships with any of the other Challenge Pacesetters? If so, please share.
Due to my experience as Trusted Reviewer, I managed to interact with several other entrants and Pacesetters. Before the Challenge we had already agreed on partnership with EduJoc in creating missions for MEGA Generation. Nowadays we discuss cooperation with Puppets for Future and RedRover Learning.
VISION: If you had unlimited funding, and you could fast forward 15 years to when your program has been able to achieve wild success - what will it have achieved?
Year 2029. MEGA Generation is the #1 gamified learning system on environmental protection and management worldwide. We are now celebrating the growth to 7 mln registered users (around 0.1% of global population), who benefit from accessible, practical, fun, and impact-generating learning experience through our innovation. Due to that experience there are 15 000 green startups established that improve the quality of environment on a global scale.
IMPACT - KEY METRICS: Please list the key data points that you would cite as evidence that you are able to achieve lasting learning outcomes. Please also share one data point for which you most hope to see better results over time
1) Coverage of delivering learning value:
Number of registered users, growth rate of users pool, retention rate of existing users.
2) Engagement into learning activities:
Number of missions successfully completed by users, number of users per each on-line training.
3) Social / environmental impact:
Quality of mission reports by users, improvements of environmental quality compared to status quo (here we hope to see great results over time).
Other (please specify)
By National Youth Council of Moldova
APPROACHES: Given the complexity of play, it is not surprising that there have been numerous research attempts to categorize the different types and approaches! Please indicate which of the following your project focuses on.
Physical Play, Creating a Supportive Socio-Emotional Environment, Educational Structuring (developing playful projects within educational contexts), Adults Participating (Ensuring adults are able to play alongside children), Challenging Play (play that disrupts - where rules are disregarded and levels of imagination are high).
Other (please specify)
Combination of Virtual + Physical Play
AFFILIATION: Please specify if your organization has any existing affiliations with the LEGO Group.
No, we are not affiliated with the LEGO Group.