Tofaş Akademi

Game and Gamification

Tofaş Academy benefits, at the training it designs, from power of activities, games and gamification for the purpose of enabling the trainees to have a unique experience. Although these concepts are perceived as similar concepts, they are fundamentally different. An activity can comprise of any set of planned activities which make the trainees to have more focus during training. A game is an activity with a predetermined end, experienced in a certain environment where the players spend their energy to attain a certain goal by having fun. Gamification, on the other hand, is employment of game philosophy, thinking in games and game mechanics to increase the motivation and encourage the participants to solve the problems in the non-game areas.

At Tofaş Academy we use the Gamester Catalog that we have produced by compiling various activities and games in order to enhance motivation of the trainees and effect of the training sessions. The activities and games contained in the catalog are classified under 3 headings, namely icebreaker, process developer and information repeater.

  • Icebreaker
  • These are designed to create a learning environment that enables the trainees to become themselves in the training environment and to trust.
  • Process DeveloperThese are designed to create a learning environment where trainees can experience real processes in a pleasant way.
  • Information Repeater

These are designed to create a learning environment which ingrain the knowledge into minds of the trainees.

 

While choosing an activity or game from the Gamester Catalog, we take into consideration of its suitability for target audience, the message we are trying to give as well as location and duration of the game or activity in question. We hold a communication/feedback session to clarify the message given during each activities and games. “Field of Sale” is an example of game which has been designed and put into service for the purpose of increasing sales and technical service personnel’s knowledge on the products, by giving due consideration to above mentioned factors.

Some programs, in addition to activities and games, feature gamification too. In order to ensure the target audience to actively participate the gamification experience, first we determine the motivational factors. Then we place the game dynamics, mechanics and components which shall enable the trainees to manifest these motivations one by one.

First we design such dynamics as limitations, emotions, narrations, progress, etc. which represents the outline affecting design of the entire gamification process.

Then we determine the mechanics which define distinct actions. We use such mechanics as challenging, chance, competition, feedback, awarding, shopping, row, winning, etc. in order to steer the player into desired direction and make the game process meaningful, by telling s/he how s/he will play the game.

Finally we figure out such components as giving avatars, badges, collections, gifts, holding a hall of fame, levels, scores, etc. which are the most prominent indicators of dynamics and mechanics.

“The Sales Academy” program which are designed and realized in order to raise for the automotive industry, those candidates who have just graduated from the university and want to have a sales consultant career.