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About ARC
ABOUT AUSTRALIAN RED CROSS

PURPOSE

Empower people to volunteer, take action in their lives, give them a right track in their lives, involves with communities and social connection, reduce suffering, and mobilising the power of humanity across Australia.

OVERVIEW

The Australian Red Cross is a leading humanitarian aid and community services charity. It provides a range of services and programs to help different communities to promote health, improve wellbeing and gives support and services to people in need.

MOTTO

“ Save lives before and after disasters strike 

FUNDAMENTAL PRINCIPLES

HUMANITY |  IMPARTIALITY  |  INDEPENDENCE  |  VOLUNTARY SERVICES  |  UNITY  UNIVERSALITY

Primary
CORE PROBLEM
& expected solutions

Score board in the game simulation can trigger engagement and being able to chat with one another to earn points could also increase engagement within all sectors (e.g. recovery team with emergency team)

The mid-term reports that appear suddenly will provide accountability, along with the submitted final report. To be able to finish the training, this game simulation could be one of the criteria.

PRIMARY
RESEARCH
This was how we gathered information for the content of the game simulation 
CORE FOCUS
source / E-Learning Template

Community Engagement

Identifying Key Stakeholders

Assess, Plan, Implement & Monitor and Evaluate

Project Alignment to Strategy 2020

INTERVIEWS
Impact Design & Evidence and Recovery Team Program Staff

Improving current Program Management Cycle system by catering to people's different learning styles.

Experiencing every sector within the PMC; understanding each team's roles and responsibilities.

Understanding and working within the program logic; theory of change, leading to alignment with Strategy 2020, achieving best practice.

A standardised evaluation is conducted by an external source, but feedback and general evaluation are tested against a pre-made set of questions.

The performance is tested against a criteria:

Impact, Relevance, Effectiveness, Learning and Process of Implementation.

THE PROGRAM MANAGEMENT CYCLE

ASSESS

Putting yourself in the shoes of the community

 

Assessing current situation on the field

 

Identify what assets they already have within the community & designing for long term changes

PLAN

Planning based on what was collected from the community

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What sort of intervention / project to pursue

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Theory of Change : Articulation of change that we want to see in the community from initial input of resources to output (short term), outcome - change in behaviour (long term) all through impact - when the goal is achieved (longest term change)

IMPLEMENT 

& MONITOR

Collecting information or data based on the implementation to see if changes are occurring.

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Identify unexpected changes

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Making sure resources are spread out and used well & efficiently

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Collecting and analysing data on an ongoing basis (tracking progress effectiveness)

EVALUATE

The value associated with what ARC has done

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Identify what sort of impact or change produced in community

 

Examine monitored information

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Program designers do not fully understand the cycle and do not operate within it. Only some people are operating in Best Practice, meaning it is hard to align projects with the overarching strategy (stratergy 2020)

ASSESS

EVALUATE

IMPLEMENT & MONITOR

PLAN

Lack of engagement in staff specifically in the domestic section.

Online training modules are voluntary and not easy to use.

TARGET 
AUDIENCE

PROGRAM STAFF 

CONCEPTUAL
RESEARCH
Target Audience
Conceptual
GAMIFICATION
helps training processes but not a tool in itself

Game Simulation  (Game-based learning) going through all phases of the PMC

GAMIFICATION
​

These are all the techniques we incorporated in our game: the concept of gamification, game-based learning in a form of serious games, that will eventually lead to practical improvements and readiness for real life scenarios.

GAME MECHANICS
engage employees in training efforts
TECHNIQUES
competition, stories, achievements, levels, stages and rewards
Increase motivation
Training is more fun
Engaging
Improves completion rates
​
Increase motivation
Training is more fun
Engaging
Improves completion rates
​
Increase motivation
Training is more fun
Engaging
Improves completion rates
​
Increase motivation
Training is more fun
Engaging
Improves completion rates
​
GAME-BASED LEARNING
GAME-BASED LEARNING
the game itself is teaching
SIMULATION
PRACTICE
PERSONALISED FEEDBACK
EXPERIENTIAL LEARNING
learning happens through the game
GAME-BASED LEARNING | serious games |
SERIOUS GAMES
games designed for a primary purpose other than pure entertainment, and is played to learn.
enhance knowledge acquisition
| situations | challenges | problems |
TECHNICAL
RESEARCH
Similar Projects
THE SIMS FREEPLAY & MOBILE

This is the closest practical example to our proposed idea, which is a game simulation that uses gamification game-based learning to improve performance of program designers. The Sims depict real life where the users choices determine changes in the society and users proceed by progressing through the task list. The Sims makes it engaging for the user because it is all about strategy and making the right decisions. 

Input Data through choices

Realistic visuals

Task List

Building assets using real time

Engagement with other players

Technical
INTERACTIVE WEBSITES
SCRIBBLENAUTS & PLAGUE INC.

Input Data through choices

Fictional visuals

Allows users to use their imagination

Challenges and quests to solve

© 2018 by HEAP. We proudly present a project for the Australian Red Cross.

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