Gamification and Rewards Programme
Harnessing Behavioural Science and Rewards in Education
Effective learning hinges on fostering positive learning behaviours. At UCT Online High School, we leverage the principles of behavioural science and rewards to cater to the unique developmental stages and motivations of our learners. Here's how these concepts are intrinsically connected:
- Adolescent Development: Behavioural science takes into account the cognitive, emotional, and social development of teenagers, aligning reward systems with their evolving needs.
- Motivation and Autonomy: Adolescents yearn for autonomy and control over their choices. Our approach empowers them to take charge of their educational journey by offering choices and control, using rewards as incentives.
- Peer Influence: Recognising the impact of peer influence and competition, we incorporate elements like leaderboards and peer recognition to harness the motivation to excel or collaborate.
- Immediate Feedback: Adolescents thrive on instant feedback and timely rewards, making it essential to promptly deliver rewards to reinforce desired behaviours.
- Intrinsic and Extrinsic Motivation: Striking a balance between intrinsic and extrinsic motivations is key to engaging teenagers effectively. Gamification: Rooted in behavioural science, gamification principles, including points, levels, challenges, and rewards, make learning enjoyable and motivate active participation.
At UCT Online High School, our secret weapon for cultivating good learning behaviour is the online rewards platform—a realm where subjects are not just taught, they are adored. With our gamified rewards platform, completion rates soar, and learners become passionate advocates. It's not just a vision; it's a proven reality.
Rewards Categories
Our Rewards Store features rewards grouped into three distinct categories, ensuring ongoing variety and suitability for high school learners. Learners utilise virtual tokens to acquire rewards or enter raffles for high-value offerings. These three categories include:
Experiential
Rewards
Opportunities for learners to engage in virtual or physical experiences, such as meeting prominent figures, interacting with industry leaders, or participating in exciting events.
Monetary
Rewards
These rewards encompass redeemable vouchers, event discounts, online store purchases, and "buy one, get one free" specials.
Merchandise/
Equipment Rewards
This category offers physical items that learners can acquire using their virtual tokens, including clothing, branded merchandise, tech hardware, and more.