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.

  • “Our new approach to aged care learning and development has already delivered social and commercial benefits for Japara, including significantly reduced training costs and excellent training completion rates, as well as given us insights into any gaps in our workforce’s knowledge and skills.

    “It has also created a dramatic uplift of compliance across the board, helping with customer service and ultimately creating better outcomes for our aged care clients and their families.”

    Chief HR Officer, Japara Healthcare

  • 6,000 staff in 50 locations completed 21 micro-accreditations in 7 weeks

    100% of staff successfully completion of the new quality standards requirements

    Platform delivered verified commonwealth standards compliance

    Digital delivery dramatically reduced training costs and increased retained learning outcomes

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.

  • “Creativity can play a powerful role in promoting understanding, and this project is one of the ways we are working to bring about positive social change for the LGBTI community and for all Victorians.”

    Minister for Creative Industries, Minister for Equality

    Martin Foley

  • Gameplay leads to better decision making in the real world.

    25+ minutes average time spent playing game per session - significant exposure to better decisions creating positive behavioural change

    The design hit the correct users group 65% of users were aged 13 - 17 and male

    Global reach, including Brazil and Russia.

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

  • “We approached Mighty to help us make our science more accessible. We wanted to find new ways to reach students, teachers and potential supporters who otherwise might not find out about our work.

    “Our science games brought more traffic to our website than in the history of the Exciton Centre! It showcased what our researchers do to people around Australia and globally, with endless people contacting us curious about what we do and asking questions about our research.”

    Melbourne University Outreach Officer

  • 150,000+ unique website visits during science week

    40,000+ players of the game during science week

    6 million plays since August 2020

    ABC TV media coverage on “Good Game”

How can we help you to get serious about the power of play?

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