GAMIFICATION

PLAY TO LEARN

19 has for mission to bring out and stimulate talent. For this, through our gamification we offer students a motivating environment, anchored in the theme of game with all its codes, known to increase both the quality of learning and the well-being of students.

BY WICH PROCESS DOES THE GAMIFICATION MANIFESTE ITSELF AT 19 ?

First, by the organization of projects: here, the projects are organized according to a “tree of dependencies” that “student-players” can browse according to the path they like. They are largely in charge of their path, can sometimes focus on particular themes, and progress at the pace that suits them.

By completing their projects, students progress on their curriculum, collect experience points distributed over the 17 professional skills , and by doing so, progress in the levels of the curriculum.

Students also earn achievements that value the fun and social component of their studies.

Quests are proposed to the students to organize their curriculum, and organise at short and long term the major steps to their professional integration.

Finally, for the most competitive students, the Hall of Fame hosts duels on some technical aspects of the projects!

Through all these traditional components of the game, 19 creates a rich environment that is motivational and self-determining, where students autonomy, expertise and well-being can grow.