Case study

Empowering students through engaging, games-based eLearning.

Title reads: Empowering students through engaging, games-based eLearning. Subtitle reads: Masood Entrepreneurship Centre, University of Manchester. Both are placed in coloured bubbles that overlay an illustrated image of a University building.
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The brief.

The team at the Masood Entrepreneurship Centre (part of the University of Manchester) approached WELLKNOWN with a vision; to create a series of microlearning modules that would introduce students to the key skills and studies associated with entrepreneurship, whilst making entrepreneurship more accessible as a topic of study for everyone. 

“MEC were really keen to boost their profile within the University, but there was also a real focus on encouraging students to include taught electives on entrepreneurship in their programme of study,” explains the project’s Learning Designer, Emily. 

“Entrepreneurship study and the skills it unlocks is something that the Higher Education space is currently focusing on, as it’s becoming increasingly important to equip students with these key life skills before they enter the marketplace after gaining their degree. The graduate job market is so competitive, and developing these skills before they get there will help students to set themselves apart from other applicants.”

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The challenge.

When it came to designing the right solution, there were a few challenges that shaped the creative decisions made in the learning design and development process. 

“I think one of the key challenges we had to acknowledge was in actually reaching and appealing to our intended audience of undergraduate students,” explains Emily. 

“These are students who are often quite time-poor, juggling their taught electives, seminars, lectures, assessments, exams, work, family and social life, as well as other responsibilities. They also face the challenge of being surrounded by social media and digital content that risks drawing their attention away. 

“Our biggest question became: ‘How are we going to convince them that spending 15 minutes learning about various areas of entrepreneurship will be worth their time?’ 

“Not only that, but we had to really think about how we could explain why they should even consider an elective from the Masood Entrepreneurship Centre in the first place. Not every student will realise that entrepreneurship studies can equip them with the skills they need to succeed — not just in their studies, but when they start employment, as well. Really, they’re skills for life. 

An illustration of a young man, smiling and waving from the screen. He's wearing a loose-fitting pull-over and a large scarf, and carrying a bag. He looks to be dressed for an adventure.

“I think about myself when I was an undergraduate student of English Literature, quite happy in my Arts and Humanities bubble. I know the thought of entrepreneurship would have terrified me; but that’s before I learned that it’s not just about starting a business. 

“What we were potentially facing was a pool of students reluctant to learn more about entrepreneurship because of a lack of awareness of what it actually means. Whilst on the one hand we were building for the students who were primed to dive straight into this additional learning, on the other hand, I really wanted to design for the terrified, disengaged students for whom this topic is a bit of a minefield. 

“As a result, I gave myself the challenge to design something that was high profile, visually impactful, fun, and that used simple language and interactive approaches to reduce the barriers around the topic of entrepreneurship.” 

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Our solution.

Designing with our learners front-and-centre, acknowledging their challenges and the client’s aims for their eLearning, Emily was led down a games-based learning design route. 

“The more I considered the topics that we were going to be teaching and the audiences we were trying to reach, the more a games-based approach made sense,” says Emily. 

“The first three modules in the microlearning series were centred around supporting students to think about their communication skills, the power of networking, and the importance of market awareness. The MEC team were incredibly helpful in providing us with a raft of information on each topic, and it felt initially like they may have been expecting a sort of generic microcourse for each of them – almost like an interactive workbook on “What is communication?”. But we work with an activity-first approach, and this allowed me to review the content and really consider how we could make it more impactful and relevant to our learners. 

A scroll is unrolled to reveal an image of a dragon. The text reads: "Dragon threatens Townsville. SLAYERS NEEDED. BIG REWARD"

“It sounds simple when you say it, but we communicate every day – face to face and online – so I really questioned the benefit of going down the traditional route and teaching students about what communication is. They already know what it is; what would keep them interested is learning about the opportunities it opens up, and how to do it well in different contexts. 

“Not only this, but I couldn’t help but feel like a traditional, textbook-based piece of eLearning would negatively impact the client’s KPIs as well, given the fact that this would not be a compulsory module, and we’d be competing for our students’ attention against social media and other distractions. 

“It needed to be visually impactful, but it also needed to include a compulsive, gamified storytelling element to give learners something emotive to connect with and see themselves as players in each story. It needed to give them autonomy to make decisions and learn from them, having the space to fail and interacting with different characters along the way. 

“I really felt like this approach would help the department to hit their KPIs much more effectively than a standard microcourse approach. Not only that — it would be much more enjoyable for their learners as well. But I was also aware that this solution was potentially very different to what they’d initially had in mind. 

A detailed illustration of a dragon standing above two figures, who hold onto one another. The background is filled with fire and flames.

“So I pitched three different options to them; still taking on board everything they had supplied, but treating their content slightly differently with each option. The first option took the shape of a traditional learning module that they’d sort of expected, and then I gave them a completely immersive storytelling experience, which was almost the opposite of the first. It took the content that the client had supplied and reframed it, speaking to each of the key points but encouraging learners to put their understanding of those key points into practice, and doing so in a way that wouldn’t feel like they were being spoon-fed. 

“Then I supplied a third option, which leaned largely towards the immersive side, but incorporated some of the educational framing and context from the traditional approach to really hammer home the key learning points. It was a bit of a halfway house – some traditional content interspersed with episodes of interactive story —  and I think it was the perfect mix because if we’d had gone completely down the traditional route, there was a real risk that students would switch off, and if we’d have gone down the completely experimental gameplay route, it could have left some students saying, “Well, that was fun, but what am I supposed to have gained from it?”. With the approach we took, they got the best of both worlds.”

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The impact.

  • Key 5 – A suite of microlearning modules that encouraged and empowered students to develop existing skills and pursue entrepreneurship study through gameplay and interactive storytelling; promoted with the help of our in-house marketing expert and motion graphics animator. 

 

  • Happy students 

 

  • A very happy client! 
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The microlearning produced by WELLKNOWN has surpassed our expectations – it is far more engaging and interactive than we expected microlearning could be. The scenario-based approach makes the learner feel that there is a reason for interacting with the activities, as opposed to simply ‘working through content’. The graphics, activities, and overall learner experience of the microlearning is superb and we feel it will resonate with the audience.

Name · Title · Organisation
·
Lynn Sheppard · Director
 · 
MEC, University of Manchester
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Want to learn more about our games-based approach to online learning?

We’ve explained it all in this blog — give it a read to find out why games-based learning is so beneficial for online education.  

 

Or, if you have questions for us, why not get in touch?

Gallery.

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