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
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
​
What sort of intervention / project to pursue
​
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.
​
Identify unexpected changes
​
Making sure resources are spread out and used well & efficiently
​
Collecting and analysing data on an ongoing basis (tracking progress effectiveness)
EVALUATE
The value associated with what ARC has done
​
Identify what sort of impact or change produced in community
Examine monitored information
​
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
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

INTERACTIVE WEBSITES
SCRIBBLENAUTS & PLAGUE INC.

Input Data through choices
Fictional visuals
Allows users to use their imagination
Challenges and quests to solve