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

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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