Agate Level Up Launch Media Gathering

Agate Level Up Launch Media Gathering

Agate Level Up Launch Media Gathering

On last 30th of January, at CoHives’ D’Lab, Central Jakarta, we had held our first Media Gathering event with the occasion of spreading word of Agate Level Up’s official launch, despite having been operational since 2010. And in the process, we also made our way to showcase the potential of gamification to the press with some of our finished products.

With some of the participants showing eagerness and showing up early, the rest of the day was filled with what seem to be unexpected enjoyment from the Media’s side.
We had showcased a handful of VR games such as Skycage and Pasien Terakhir games that were said by the participants such as Mr. Mandro from Republik said was “Incredibly immersive and realistic”. And a fun little AR game called Treasure Hunt where the participants were divided into two groups and was made to familiarize themselves with the event location by going on an AR scavenger hunt.

Despite the reluctance of the participants at the start of the event, after experiencing the AR game and was explained how it would play a part in event activations, expressions begin to brighten. And after a brief lesson on who Agate Level Up are, and what we stand for and do, the participants were quickly introduced to video reels of some of our gamified solutions. Among them are those for Upnormal (CRP Group) and Astra.
Afterwards, a quick collaborative demonstration was held with the game Pasien Terakhir when Mr. Ardi from GameOnlineKu had to wear the VR headset while two other volunteers act as his hands. The experience was “Heart-throbbing but incredibly fun” according to Mr. Mandro. And with comments such as “It has quite the large potential in businesses” from Mr. Bill Clinten of Kompas and “With further R&D, it could achieve greater heights” from Mr. ArdiIt was no surprise that many of the other participants acting as audience were also intrigued by the potential of such games in a serious environment.

Topped with a teaser of our upcoming solutions platform Levio and Q&A sessions both on the stage and while at lunch, the event was topped off with many of the participants excited to see what the future has in store for Indonesia’s rising gamification industry.

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Gamifying Learning Workshop

Gamifying Learning Workshop

Gamifying Learning Program Workshop by Agate Level Up

Agate Level Up’s event to share insight and networking about gamification had recently leveled up in and out of itself. With the addition of what is now a workshop and almost total modification in its way of sharing information. Experience Day had been revamped to focus more on interaction and diminutive demonstration of gamification practice.

 

Gamifying Learning Program Workshop by Agate Level Up

 

Over 20 participants arrived in the event from varying aspects and line of work. From teaching to banking, the many participants that came were rather surprised by the topic of gamification in depth. Many of them had considered the use of gamification, but a very small portion of them had admitted to knowing what gamification actually is. Despite this, however, roughly 50% of the participants had confessed to their company having learning initiatives; e-learning or otherwise. This point in itself may be proof that Indonesian companies have yet to catch up with trends that have sprouted nearly a decade ago. 

The workshop started with the participants connecting their mobile devices to the internet for a varying amount of activities that require their real-time interaction. Before those activities begin, however, the participants were divided into groups with certain rules. Said rule being: There can only be 1 participant with a blue name tag, 2 participants with a green name tag and any amount of participants with a red name tag. Following those rules, the participants needed to form a group of at least 3 members and have at least 1 of each color in the group.

 

Gamifying Learning Program Workshop by Agate Level Up

 

Immediately, the participants showed interest and quickly introduced each other among their fellow group members. It was then that the groups were introduced to the leaderboard on the screen. With each game they finish and actively compete in, they earn more points. And the groups would then use the points to compete over a mystery prize by the end. Despite not knowing the prize, the groups were quickly becoming competitive and tried their hardest to participate in each game. Each of the games was meant to represent an aspect of intrinsic and extrinsic motivation. As there was an explanation between them, the participants grew to learn more and more as they play. And this method was proven effective by the end when the participants scored very well in a trivia game regarding gamification, and a memory game regarding motivation.  

Multiple feedback was drawn from interviews near the event’s end, and all of them proved positive and impressed by what they learned and what gamification has to offer. “Gamification in e-learning is effective, due to the fact that traditional e-learning is still very boring. With usual e-learning only supplemented by animations and simplification but is still very lacking.” Explained David, a member of Organization Development from BPPK (Badan Pendidikan dan Pengembangan Keuangan)’s Training Centre. He also urged that this seminar had also worked to inform him of many possibilities open for gamification.  

 

Gamifying Learning Program Workshop by Agate Level Up

 

Feedback such as David’s was plentiful among the participants. And though there are regrets such as the participants mostly not being decision makers, many of them had been convinced by the outcome gamification aims to provide. 

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Agate Level Ups Experience Day

Agate Level Ups Experience Day

Agate Level Up’s Experience Day

Representatives from dozens of companies attended Agate Level Up’s event, Experience Day, at Grand Tjokro Hotel on 25th of September, and rest assured, they all left the event with plenty about gamification and beyond.

Agate Level Up’s Experience Day 

With a marvelous presentation from Marvin Lee, Agate’s VP of Gamified Learning, the participants of the events were first introduced about gamification with gamification. The materials were actually a simple gamified presentation with bite-sized points, powered by Levio. Between the materials were actually fun, small quizzes to give participants a hint where today’s learning is going to move.

After the gamified experience of learning through the presentation, the participants were then surprised that their name tags served a different purpose besides being icebreakers. The different colored name tags were used to color code the participants into small focus groups as they share their experience with holding a corporate training, being a consultant and of course, what they know about gamification. Alongside Agate Level Up’s own gamification experts, the circle of chairs formed helped to make sure that everyone had a chance to ask as many questions as they needed.

Agate Level Up’s Experience Day 

“The color-coded focus groups are very effective,” said Mr. David from Opus Management Indonesia, an organization for company training and development. Also disclosing how great it is that gamification can impact e-learning so positively where it was before, “So dreadfully boring, the learners would die of boredom before they even finish the course.”

Another feedback is from Mr. Neil, a consultant specializing in corporate training who was cleared of all his doubts and misconceptions about gamification and game-based learning. “Gamification serves to be an amazing supplement and boost to many aspects of training even if it does not encompass the training as a whole.” Said Mr. Neil whereas he previously thought that game-based training are a full hands-on replacement.

Agate Level Up’s Experience Day 

By the end of the day, the many participants interviewed were very happy with the event. Especially after experiencing themselves the effectiveness of Levio as an e-learning supplement, and having a try at Agate Level Up’s Crane Simulator VR.

Many said that they are looking forward to what gamification could bring to the table in the future and some, in fact, craves for a more in-depth sharing of this topic for future events. Truly a missed opportunity should one have been invited but could not attend the event. But expect more and better such occasions from Agate and Agate Level Up.

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