QUEST ALLIANCE
2024
behaviour psychology
behaviour psychology
behaviour psychology
behaviour psychology
learning science
learning science
learning science
learning science
systems theory
systems theory
systems theory
systems theory
Journey to Mount Cocoon
A game-based digital learning experience designed to enable government school teachers to implement activity-based-learning in their classrooms.



Journey to Mount Cocoon
2024
Journey to Mount Cocoon
2024
Background
Government school teachers are inundated with compulsory training and digital courses where the engagement and the learning transfer is really low.
Quest Alliance commissioned Fold Labs to create a course that could engage teachers deeply and deliver high-quality learning. Journey to Mount Cocoon fills the engagement and learning gap by taking the teacher-learners into a world of challenge and adventure where they use activity-based learning concepts to complete missions and save the day.
This project was part of The Karnataka Model Schools Pathways Program (KMSPP), supported by the Government of Karnataka, Bill and Melinda Gates Foundation (BMGF), and Young India Philanthropic Pledge (YIPP), aimed to transform 105 schools across Karnataka and provide a scalable blueprint for NEP (National Education Policy) adoption. The research leading to this project can be found here.
Quest Alliance commissioned Fold Labs to create a course that could engage teachers deeply and deliver high-quality learning. Journey to Mount Cocoon fills the engagement and learning gap by taking the teacher-learners into a world of challenge and adventure where they use activity-based learning concepts to complete missions and save the day.
This project was part of The Karnataka Model Schools Pathways Program (KMSPP), supported by the Government of Karnataka, Bill and Melinda Gates Foundation (BMGF), and Young India Philanthropic Pledge (YIPP), aimed to transform 105 schools across Karnataka and provide a scalable blueprint for NEP (National Education Policy) adoption. The research leading to this project can be found here.



THE EXPERIENCE
The course story
and missionsTHE STORY
A Doomed World
This set the context for the experience
MISSION 1
Reach Cave Trust Safely
Lesson on Building Positive Relationships with Students
MISSION 2
Cross the Sinking Swamp
Lesson on Planning & Making Teaching Aids for the Clas
MISSION 3
Gather & Plant Gem Flowers
Lesson on Maintaining Student Attention in Classroom Activities
MISSION 4
Win over Bandipur Animals
Lesson on Using Roleplay Activities in Class
MISSION 5
Save yourself from Red Waters
Lesson on Designing Scenario Based Activities for Lessons
MISSION 6
Create Red Fungus Control Guide
Lesson on Planning & Making Teaching Aids for the Class
The course story
and missionsTHE STORY
A Doomed World
This set the context for the experience
MISSION 1
Reach Cave Trust Safely
Lesson on Building Positive Relationships with Students
MISSION 2
Cross the Sinking Swamp
Lesson on Planning & Making Teaching Aids for the Clas
MISSION 3
Gather & Plant Gem Flowers
Lesson on Maintaining Student Attention in Classroom Activities
MISSION 4
Win over Bandipur Animals
Lesson on Using Roleplay Activities in Class
MISSION 5
Save yourself from Red Waters
Lesson on Designing Scenario Based Activities for Lessons
MISSION 6
Create Red Fungus Control Guide
Lesson on Planning & Making Teaching Aids for the Class
The course story
and missionsTHE STORY
A Doomed World
This set the context for the experience
MISSION 1
Reach Cave Trust Safely
Lesson on Building Positive Relationships with Students
MISSION 2
Cross the Sinking Swamp
Lesson on Planning & Making Teaching Aids for the Clas
MISSION 3
Gather & Plant Gem Flowers
Lesson on Maintaining Student Attention in Classroom Activities
MISSION 4
Win over Bandipur Animals
Lesson on Using Roleplay Activities in Class
MISSION 5
Save yourself from Red Waters
Lesson on Designing Scenario Based Activities for Lessons
MISSION 6
Create Red Fungus Control Guide
Lesson on Planning & Making Teaching Aids for the Class



HOW DID WE DELIVER LEARNING

MEMORABLE MNEMONICS
We created easy-to-recall mnemonics for each concept, providing simple formulas for retrieval and application.

ACTIONABLE TECHNIQUES
Every method and technique was broken down into concrete, actionable steps. This made it easier for teachers to apply them and build lasting behavioural change.

DECISION-BASED LEARNING
The experience was designed as a series of decisions the learners needed to make requiring them to immediately apply the concepts they were learning. This increased learner retention as they could actively process and apply the information.

RELATABLE SCENARIOS
The story world, though fantastical, mirrored real classroom challenges and teacher experiences increasing the likelihood of learning transfer and real-world application.
Delivering Learning



Strategies
HOW DID WE DELIVER ENGAGEMENT
ENGAGEMENT STRATEGY
Immersive Storytelling
The experience was set in a post-apocalyptic world instantly capturing attention and drawing learners into the narrative

ENGAGEMENT STRATEGY
Immersive Storytelling
The experience was set in a post-apocalyptic world instantly capturing attention and drawing learners into the narrative

ENGAGEMENT STRATEGY
Immersive Storytelling
The experience was set in a post-apocalyptic world instantly capturing attention and drawing learners into the narrative

ENGAGEMENT STRATEGY
Immersive Storytelling
The experience was set in a post-apocalyptic world instantly capturing attention and drawing learners into the narrative

ENGAGEMENT STRATEGY
Exciting Role Playing
Learners took on the thrilling role of saviours creating a sense of urgency and purpose that hightened engagement

ENGAGEMENT STRATEGY
Exciting Role Playing
Learners took on the thrilling role of saviours creating a sense of urgency and purpose that hightened engagement

ENGAGEMENT STRATEGY
Exciting Role Playing
Learners took on the thrilling role of saviours creating a sense of urgency and purpose that hightened engagement

ENGAGEMENT STRATEGY
Exciting Role Playing
Learners took on the thrilling role of saviours creating a sense of urgency and purpose that hightened engagement

ENGAGEMENT STRATEGY
Mission-Based Learning
Each lesson was designed as a short mission linked to a larger goal. This kept the learners motivated to return and complete the full course

ENGAGEMENT STRATEGY
Mission-Based Learning
Each lesson was designed as a short mission linked to a larger goal. This kept the learners motivated to return and complete the full course

ENGAGEMENT STRATEGY
Mission-Based Learning
Each lesson was designed as a short mission linked to a larger goal. This kept the learners motivated to return and complete the full course

ENGAGEMENT STRATEGY
Mission-Based Learning
Each lesson was designed as a short mission linked to a larger goal. This kept the learners motivated to return and complete the full course

IMPACT
STATUS
The program has been implemented with approx 300 teachers across 5 districts of Karnataka
STATUS
The program has been implemented with approx 300 teachers across 5 districts of Karnataka
STATUS
The program has been implemented with approx 300 teachers across 5 districts of Karnataka
STATUS
The program has been implemented with approx 300 teachers across 5 districts of Karnataka
TESTIMONIAL
The project presents knowledge in a digestible format, ultimately enhancing overall conceptual understanding.
Honey Singh, Content & Training Manager, Quest Allliance
TESTIMONIAL
The project presents knowledge in a digestible format, ultimately enhancing overall conceptual understanding.
Honey Singh, Content & Training Manager, Quest Allliance
TESTIMONIAL
The project presents knowledge in a digestible format, ultimately enhancing overall conceptual understanding.
Honey Singh, Content & Training Manager, Quest Allliance
TESTIMONIAL
The project presents knowledge in a digestible format, ultimately enhancing overall conceptual understanding.
Honey Singh, Content & Training Manager, Quest Allliance
TESTIMONIAL
This project takes an innovative approach by bringing praxis to life and gamifying the learning experience, making it more engaging.
Honey Singh, Content & Training Manager, Quest Allliance
TESTIMONIAL
This project takes an innovative approach by bringing praxis to life and gamifying the learning experience, making it more engaging.
Honey Singh, Content & Training Manager, Quest Allliance
TESTIMONIAL
This project takes an innovative approach by bringing praxis to life and gamifying the learning experience, making it more engaging.
Honey Singh, Content & Training Manager, Quest Allliance
TESTIMONIAL
This project takes an innovative approach by bringing praxis to life and gamifying the learning experience, making it more engaging.
Honey Singh, Content & Training Manager, Quest Allliance
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