DigIT takes a different approach to learning where the game experience is closely tied to everyday practice and consists of small quests that often relies on interacting with colleagues to succeed. The solution used an evolving narrative to make employees curious, and complete different small quests as part of their work day or outside.

CLIENT

DANSKE BANK

PLATFORM

App

LEARNING OBJECTIVES

Increases digital skills, communication and curiosity

TARGET GROUP

Business and retail advisers

BEING BOLD IN A BANK

The social gamification solution was developed as mobile first to engage people inside and outside the workplace to upgrade digital mindset, skills and knowledge.

The solution intentionally challenged the status quo of learning and digital by moving away from a learning format, where you like most major corporations often get the right answers served – and often even chewed for you. Instead the game challenged you to think for yourself and use all available resources to solve the quest.

MOVING AWAY
FROM AUTO-PILOT

Too often employees put on the auto-pilot when exposed to eLearning. They are thrown a lot of content and click through without really relating it to their work life and have a hard time incorporating it. In DigIT we kept the learning content to a minimum formulated like small tips and tricks in a quest structure.

When you received a new quest with knowledge it was up to you to solve it by using it in your work life. Some employees embraced this while others struggled with the changed mindset, where learning could not just run on autopilot but needed to happen as part of worklife.

One of the key game mechanics of the game is the profiling system. Players evaluate different aspects of their digital awareness, knowledge and ability. Profiling will be affected by the player performance throughout the game and new data will be stacked on top of existing. By the end of the game each player will have acquired enough new data to reflect upon and move forward with.

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