GOAL: Retained Learning & Behavior Change 

 

Lock in learning retention and drive desired actions that lead to measurable increases in desired behaviors, revenue, performance, compliance or change.



SERIES MODELS:


1. Ongoing Light Engagement - 12 Months

2. Focused Habit Builder - 3 Months

3. Pilot Test - 1 Month


(samples only; they are customizable to fit your objectives)

 




1. Ongoing Light Engagement (12 months)


Keeps your subject matter topstacked in the minds of your users year round. Recall levels are increased (over 90% retention and 28% increase in speed), desired habits are created and sustained, without requiring refresher courses or taking time out of daily routines:



Each Challenge is 1 week in length

20 Qs per week = 4 Qs per weekday

        125 Flash Messages (FMs) = 6 FMs per Challenge = Avg 1 FM per gameplay day
        21 Branded Emails = 1 Email per Challenge
        4 Badges

0 Service Hours


Prize Design - recommended:

(Assumes client acquires and fulfills prizes and does not hire Ringorang to provide. This can be contracted as a Pro Solutions Service if desired).

1 Sweepstakes prize per Month 

    1 entry earned for each Q answered

    1 entry earned for each Q answered correctly

4 Instant Win prizes per gameplay week (for up to 200 users)

Sweepstakes entries for the top 5 players in each Challenge

    e.g., 5 entries for 1st place, 4 for 2nd place, 3 for 3rd, 2 for 4th, 1 for 5th










2. Focused Habit Builder (3 months) 


Drives the accomplishment of a learning and behavior goal within a calendar quarter.  Subject matter is repeated until new habits are formed (avg 86% learning retention and 17% increase in speed) without taking time from their daily routines:

 


9 Challenges

Each Challenge is 1 week in length

20 Qs per week = 4 Qs per weekday

54 Flash Messages (FMs) = 6 FMs per Challenge = Avg 1 FM per gameplay day

9 Branded Emails = 1 Email / Challenge

4 Badges

15 Service Hours


Prize Design - recommended:

(Assumes client acquires and fulfills prizes and does not hire Ringorang to provide. This can be contracted as a Pro Solutions Service if desired).


1 Sweepstakes prize per Month 

    1 entry earned for each Q answered

    1 entry earned for each Q answered correctly

1 Grand Prize Sweepstakes prize at the end of the Series 

    Entries roll over from Sweepstakes above

10 Instant Win prizes per gameplay week (for up to 200 users)

Sweepstakes entries for the top 5 players in each Challenge

    e.g., 5 entries for 1st place, 4 for 2nd place, 3 for 3rd, 2 for 4th, 1 for 5th


 







3. Pilot test (1 month) 


Engages users and establishes routine responsiveness. Delivers early proofs of learning retention (avg 83% learning retention and 13% increase in speed) and evidences new behavior formation, without stealing time.

 

4 Challenges

Each Challenge is 1 week in length

20 Qs per week = 4 Qs per weekday

24 Flash Messages (FMs) = 6 FMs per Challenge = Avg 1 FM per gameplay day

4 Branded Emails1 Email per Challenge

20 Service Hours



Prize Design - recommended:

(Assumes client acquires and fulfills prizes and does not hire Ringorang to provide. This can be contracted as a Pro Solutions Service if desired).

1 Sweepstakes prize per Week 

    1 entry earned for each Q answered

    1 entry earned for each Q answered correctly

1 Grand Prize Sweepstakes prize at the end of the Series 

    Entries roll over from Sweepstakes above

16 Instant Win prizes per gameplay week (for up to 200 users)

Sweepstakes entries for the top 5 players in each Challenge

    e.g., 5 entries for 1st place, 4 for 2nd place, 3 for 3rd, 2 for 4th, 1 for 5th