How is the Gamification Lab structured? What skills do your students develop?
The GamificationLab Sapienza is both a complementary training activity for postgraduate students and a course, Game Design & Gamification, for the students of the three-year computer science degree. These two courses, plus the remote course provided by Unitelma Sapienza, provide the bases on the theoretical and technical/practical level for the professional figures destined to operate in the field of planning/design of games, video games, digital simulations and gamification applications both in the field of company and for social and cultural purposes.
The course includes the fundamentals of the methodologies and tools used for game and gamification design and for the creation of the models that underlie video games and simulations.
Every year the students are involved in a simulation during which companies or institutions present a brief for them to design a gamification solution; students also create an application prototype necessary to test the solution, especially the mechanics, they themselves have designed. Those interested can find the projects carried out in previous years on the
Let’s move on to your company, how does it integrate Gamification and simulation techniques into the projects that Sicheo develops for its customers?
Sicheo uses gamification methods and simulation techniques to create clear and timely representations of corporate complexity by simplifying the usability of information, facilitating the monitoring and governance of complex processes and developing innovative learning, training and assessment programs.
In fact we operate at the intersection of Data Science, Artificial Intelligence, Business Analysis and modeling, simulation and gamification techniques.
Gamification is one of the methods we use to implement new generation Predictive & Decision Models. Data is acquired through data mining techniques and thanks to AI systems and machine learning methods are used in order to govern business processes, predict and manage critical conditions, perform both forward and backward analysis on the outcome of the process. The companies that have used these systems have obtained significant advantages in terms of reduction of errors, waste and costs, less stress, increased information sharing, etc.
Can you give us some examples of the success of your Gamification projects applied in business contexts?
The most successful case concerns a group of construction companies that have applied gamification to govern the movement and safety processes as well as to train their managers; the objective was achieved by creating a single application thanks to which significant advantages were obtained in terms of cost reduction, site downtime and recourse to external suppliers.