Back

UniMelb Library Challenge Gone VIRAL 🔥

UniMelb Library Challenge Gone VIRAL 🔥

CLIENT

The University of Melbourne

The University of Melbourne

START DATE

Monday, July 15, 2024

Monday, July 15, 2024

GAMES PLAYED

CATEGORY

Education

Education

SCALE

5000 students

5000 students

⭐️ KEY WINS

⭐️ KEY WINS

  • Increased Student Engagement: nearly 5,000 students participated in the library challenge, showing great interest in exploring the libraries through a fun challenge.


  • Enhanced Library Awareness: students became more familiar with the resources and services available in each of the libraries, leading to increased comfort and confidence in navigating these spaces.

  • Increased Student Engagement: nearly 5,000 students participated in the library challenge, showing great interest in exploring the libraries through a fun challenge.


  • Enhanced Library Awareness: students became more familiar with the resources and services available in each of the libraries, leading to increased comfort and confidence in navigating these spaces.

  • Increased Student Engagement: nearly 5,000 students participated in the library challenge, showing great interest in exploring the libraries through a fun challenge.


  • Enhanced Library Awareness: students became more familiar with the resources and services available in each of the libraries, leading to increased comfort and confidence in navigating these spaces.

"

"We absolutely blew up today. We had 780 completion mugs, they are all gone."

"We absolutely blew up today. We had 780 completion mugs, they are all gone."

Senior Librarian at the University of Melbourne

EVENT SUMMARY

EVENT SUMMARY

Our goal is to get participants exploring different library landscapes while having a great time. The challenge took places in 5 main libraries at UniMelb, through Incredible Race game, students get to know how to effectively utilise library resources for their future studies.

Our goal is to get participants exploring different library landscapes while having a great time. The challenge took places in 5 main libraries at UniMelb, through Incredible Race game, students get to know how to effectively utilise library resources for their future studies.

More

Account

Support

Profile

Our Games

HOW DECKLE MADE IT HAPPEN

HOW DECKLE MADE IT HAPPEN

The event comprised 7 Incredible Race tasks, ranging from locating the book return chute and student print stations to exploring the perfect study spot and project room for studying. Upon completion, students could collect stickers from each library and receive a keep cup as reward.

To emphasise the learning process and ensure students became more aware of all the resources available at each library, we removed the leaderboard aspect of the challenge. This allowed participants more time to familiarise themselves with the libraries without the pressure of competition.

By gamifying an otherwise mundane task, we transformed the experience of exploring each library into a fun and engaging activity. This innovative approach significantly increased the incentive for new students to participate, making the library challenge an enjoyable part of their orientation.

We made the Library Challenge go absolutely viral on Chinese social media, with students posting and discussing their strategies for taking on the challenge. Due to its overwhelming popularity, the challenge ended in the first week, earlier than the planned two weeks.

The event comprised 7 Incredible Race tasks, ranging from locating the book return chute and student print stations to exploring the perfect study spot and project room for studying. Upon completion, students could collect stickers from each library and receive a keep cup as reward.

To emphasise the learning process and ensure students became more aware of all the resources available at each library, we removed the leaderboard aspect of the challenge. This allowed participants more time to familiarise themselves with the libraries without the pressure of competition.

By gamifying an otherwise mundane task, we transformed the experience of exploring each library into a fun and engaging activity. This innovative approach significantly increased the incentive for new students to participate, making the library challenge an enjoyable part of their orientation.

We made the Library Challenge go absolutely viral on Chinese social media, with students posting and discussing their strategies for taking on the challenge. Due to its overwhelming popularity, the challenge ended in the first week, earlier than the planned two weeks.

LIVE FOOTAGE FROM THE EVENT

LIVE FOOTAGE FROM THE EVENT

Our Games

Account

Support

Profile

GALLERY

GALLERY