Top

100 Day Challenge

A free app helping people change their relationship with gambling.


100dc_man-running.jpg

Developed with the Victorian Responsible Gambling Foundation, the 100 Day Challenge is a free app designed specifically to help people manage adverse gambling habits. Users can set individual goals, get support and advice, discover new activities or chat to others also participating in the challenge.

 

Client

Victoria Responsible Gambling Foundation

View Project

STEM Explorer

An adventure game designed to minimise holiday learning loss.


stem explorer banner.jpg

BACKGROUND

apptEDUde wanted to develop an app to remedy holiday learning loss for primary school students in the areas of science, technology, engineering and mathematics (STEM). In addition to a fun medium through which to deliver curriculum content, the app would ideally include rich social learning features that would involve parents in the learning process, facilitate team challenges and celebrate achievements in a safe environment.

Approach

Together with apptEDUde, we developed STEM Explorer, the only single app to teach science, maths and related subjects for children aged 5 to 9 that is tied to the Australian curriculum. Players join an adventure around Australia as they solve maths and science challenges in their hunt for the scattered parts of a friendly alien’s spaceship. Completing these challenges results in players earning in-game currency, which they can use to purchase personalised virtual goods (clothing, accessories, tools, weapons).

While most games use a 'drill and kill' approach to deliver blocks of questions on a particular subject, 2and2 built the app on the Cogniss platform, which instead optimises and delivers personalised content and feedback. Questions in STEM Explorer are mixed up using a technique called interleaving, a proven way to boost learning. In addition, more challenging questions are served based on the speed and accuracy of players' answers.

STEM Explorer also uses Cogniss Insights, a powerful analytics tool allowing parents and teachers to easily track and participate in their child or student's learning. Details on content to be covered, topics completed, answers attempted, quiz results, time taken and more are available at the click of a button, providing a deep understanding of what the player excels at, and where they might need help.

Outcome

With eight fun game mechanics and hours of gameplay tied to a single overarching quest, STEM Explorer helps children stay engaged with learning for longer periods of time, ensuring they're school-ready from day one. The app has been downloaded 4,400 times with minimal promotion, to positive feedback from parents and children. A US version of the app was released in mid-2017. As more data on the app’s impact on learning is collected, the next step will be determining how best to scale the software to encompass all primary school stages.

 

Client

apptEDUde

Awards

2017 SAE ATOM Awards Winner - Best Educational App or Ebook

View Project

Way to Grow

An app motivating time-constrained staff to develop sustainable waste management habits.


Background

Veolia wanted a solution that would educate and motivate employees, particularly those who are time-constrained and/or experience cultural or language barriers, to engage in sustainable waste management practices.

Approach

So we helped create Way to Grow - an app solution that makes it fun to take simple, sustainable actions while employees go about their everyday work.

Players can earn experience points, in-game currency and real-world prizes by putting waste in the right bin, challenging co-workers to pitch in, completing educational games and activities, and helping their team hit sustainability goals. Way To Go also has an inbuilt functionality for friendly inter-store campaigns and challenges.

Outcome

For employers, Way To Grow provides personalised employee engagement, an innovative way to embed sustainability into company culture, and the opportunity to connect to a network of environmentally conscious teams.

For employees, it's an entertaining way to learn about responsible waste management, earn rewards for taking positive actions, and be part of something bigger.

 

Client

Veolia

View Project

Language Learning Space

Featuring over ninety interactive challenges set in a rich and vibrant graphic novel universe, the Language Learning Space connects language students and teachers across Australia.


LLS.jpg

Background

Education Services Australia approached 2and2 with a difficult problem to overcome - how do you engage and motivate language students to complete a wide range of disparate learning resources?


Approach

Our solution was to develop the Language Learning Space (LLS), featuring a series of immersive adventures presented as exciting and interactive graphic novel challenges. Before attempting each challenge, students must complete their ‘mission training’ by engaging with relevant educational resources and proving their skills through a short assessment.

Once equipped with the language skills necessary to proceed, students are sent on a quest across China, Japan or Indonesia (depending on the language they’re studying) where they will fight crime, solve puzzles and help to save important items of cultural heritage.


Outcome

Part adventure game, part learning/content management system, the LLS is an online space where students can collaborate with tutors in online discussions, and complete interactive (and highly enjoyable, adventure-based) language games online. It has also become a collaborative community for teachers, who can upload, share and rate content; access native speakers in Beijing, Bali or Japan and allocate tasks and feedback to students. Currently covering the Chinese, Indonesian and Japanese curricula, the site is fully extendable allowing further languages to be added without technical development.

Check out our other projects.

 

Client

Education Services Australia

Awards

IMS Global Learning Impact Awards (USA) -
Platinum Award

2014 Interactive Media Awards (USA) - Outstanding Achievement Kids

2015 Interactive Media Awards (USA) - Outstanding Achievement Kids

View Project

Cogniss Brain Age

A brain ageing app assisting research into treatments for Mild Cognitive Impairment.


BACKGROUND

SFI Research (SFI-R) approached us to develop a suite of games packaged in a cohesive mobile app that would target older consumers and assist in conducting research into how interventions for Mild Cognitive Impairment can be improved.

The app would be used in conjunction with SFI-R nutraceutical products. Its purpose was to drive repurchases and provide data-based insights into user behaviour and baseline efficacy over time.

Approach

SFI-R identified three domains of cognitive processing that are dependable measurements for cognitive impairment: Spatial Working Memory, Rapid Visual Processing and Paired Associates Learning.

We developed a suite of brain-training style games on the Cogniss platform that touched on all three of these measures. These games served to both strengthen the specified cognitive skills, as well as collect the data necessary to measure the efficacy of SFI-R’s nutraceutical products. As the user progresses through the app, a range of data points are collected and fed into Cogniss’ rewards-based recognition system, personalising and incentivising the user’s own journey towards a healthier brain.

Finally, a secure Cogniss Administrative function to export anonymised data – including user details, session times, game scores, snapshots of overall progress and more – was made available for the purpose of furthering SFI-R’s research objectives.

Outcome

Cogniss was able to seamlessly combine the creation of five new game mechanics focussing on the three domains of cognitive processing. The flexibility of the Cogniss platform allowed SFI-R to package SFI Brain Health in a manner that reflected the core branding and style of its products. Importantly, the app also allows SFI-R to collect critical user behaviour data in an entertaining, non-invasive manner.

The app is also fully functional across multiple languages (English, French, German, Italian and Bahasa Indonesia) and devices.

 

Client

Soho Flordis International

Get it at the App Store | Get it at Google Play

SAFEMinds

A suite of professional videos and resources for schools and families to enhance early intervention mental health support for children and young people.


Background

To support school communities to effectively identify and respond to the mental health needs of children and young people, the Victorian government partnered with headspace, 2and2 and the National Youth Mental Health Foundation to deliver SAFEMinds: Schools and Families Enhancing Minds.

Approach

Working with subject matter experts, we developed SAFEMinds is a professional learning and resource package for schools and families that:

  • enhances early intervention mental health support for children and young people in schools; specifically regarding mild mood disorders (anxiety and depression) and self harm;

  • increases engagement of parents and carers with schools to more effectively support their child’s mental health; and

  • develops clear and effective referral pathways between schools and community youth and mental health services.

Outcome

SAFEMinds is currently available as a training resource to all primary and secondary schools across Victoria. It targets the whole school community, including teachers, school support staff and parents and carers.

Check out our other projects.

 

Client

headspace

View Project

Fair Work Ombudsman Online Learning Centre

Interactive video scenarios enabling employers, employees, supervisors and managers to foster good workplace practices.


Background

As Australia’s workplace relations regulator, the FWO provides education to Australian employers and employees around fair work practices, rights, and obligations – particularly for small businesses. 2and2 worked with the Fair Work Ombudsman on a learning suite to help employers and employees develop soft skills, such as conflict resolution and interviewing skills. 

Approach

The FWO wanted to help employers and employees develop soft skills – many of which are learned through experience. The audience of the Online Learning Centre includes small to medium business employers operating in Australia with limited HR expertise and time, and hiring professionals.

To speak to this audience, 2and2 designed interactive, engaging modules for the Online Learning Centre which featured interactive learning videos. The user not only witnesses scenarios play out, but becomes involved in the communication process as though the situations, interviews, and conversations are occurring in real life. High quality, realistic scripting, direction, acting and production were key to making all the experiences in the Learning Centre engaging and effective for users.

This, coupled with information provided throughout the module, provided users with practical information which allowed them to gain experience and develop these soft skills. The modules were delivered through HTML5 video which ensured the Online Learning Centre was accessible for employers and employees no matter where they were.

Outcome

Since its launch in June 2013, the Online Learning Centre modules have reached over 57,000 customers and consistently exceed their target of 250 course starts, per course, per month.  Qualitative user surveys indicated a high degree of satisfaction with the courses. An astounding 96% of respondents said the courses met or exceeded their expectations, while 98% said they would apply what they had learned in their own workplace.

The modules have also been requested for internal deployment by other government agencies and corporates, including the Australian Nuclear Science and Technology Organisation and the global wine company Accolade Wines.

 

Client

Fair Work Ombudsman


Awards

2017 and 2015 Interactive Media Award for Best in Class – Legal

2014 Brandon Hall – Best Use of Video for Learning

View Project

Campus Quest

A world-first online gamified experience designed to give players a taste of university life.


campus quest.png

Background

University can be a challenging environment for students entering higher education for the first time. The majority of these students have to find a place to live, perhaps source a part-time job, enrol in the correct classes and ensure they have access to the required study materials. Many students struggle to cope with these demands – particularly those who come from lower socio-economic backgrounds.


Approach

In response to this issue, Curtin University teamed up with 2and2 to create Campus Quest, a world-first online gamified experience designed to give players a taste of university life. Through close collaboration with researchers, we developed the game to resonate with young people from low-socioeconomic, regional and indigenous backgrounds.

Players juggle four key metrics – their time, money, study and social life – while trying to achieve good marks. They complete quests that affect the metrics in different ways. Each quest builds on students’ confidence in their ability to tackle higher education by delivering information around how to find accommodation, sourcing a part-time job, accessing support services and many others.

To be successful, players have to strike a balance between social and study outcomes, while ensuring they don’t run out of cash. In this way, the game attempts to replicate the recommended approach students should take when confronted with university life. 


Outcome

Campus Quest launched to enthusiastic reception from students, and was featured on Channel 9’s Today Perth News.

 

Client

Curtin University

Awards

2014 Interactive Media Award (USA) for Best in Class – Games – Playing

2014 Interactive Media Award (USA) for Best in Class – College

View Project

RAC Little Legends

Jump on your bike and head for adventure! Explore a game world where kids take charge while learning about road safety.


Background

To complement its Youth Membership program, the Royal Automotive Club of WA (RAC) wanted to develop a free online resource for children, teachers and parents containing custom-built road safety games and supporting lesson plans, matched to the W.A Curriculum.


Approach

2and2 partnered with the RAC and Western Australia’s Department of Education’s road safety strategy body to ensure the most fun, engaging and educationally sound solutions were developed.

Little Legends Club features three game worlds, each targeting a different age group. The first game in the series is specifically aimed at introducing 5 to 7 year olds to the basics of bicycle safety. The games embody a free-play approach, giving players numerous options to navigate in order to mimic the safety decisions they have to make in the real world.

As children move through Primary School, they encounter more challenging scenarios and increasingly complex gameplay. Throughout all three games, players receive age-appropriate road safety messages and earn badges for demonstrating road safety skills.


Outcome

The entire Little Legends Club program evolves with the child. To our knowledge, it is the only product of its kind using games (mapped to evidence-based road safety principles) that increase in complexity and sophistication over the course of the player’s life.

The Little Legends Club games was highly successful upon release, attracting over 8000 new members within the first year. Subsequent informal research showed that children gained a good understanding and retained concepts covered in the game, with children regularly referring to lessons learned when out on the street.

Since its release, the main characters in the game – Jack, Mel, Ash and Chip – have been adapted for video, print and display advertising and are now central to RAC’s Little Legends Club branding of a whole suite of road safety education resources.

 

Client

Royal Automotive Club of WA (RAC)


Awards

2015 Interactive Media Awards (USA) - Best in Class - Kids

Skillset Powerplay

A game that gets young apprentices thinking about energy efficiency, and transforms this into positive behavioural change in their homes and workplaces.


Background

While public messaging about energy efficiency has consistently targeted youth audiences, research shows most young people, particularly apprentices and trainees, are not exhibiting energy efficient behaviours.

Skillset, a skills development organisation based in central NSW, wanted to change this. They approached 2and2 with an idea to create a game that would motivate apprentices in rural NSW to change their behaviour towards energy efficiency. The game came to be known as PowerPlay, and formed part of a three-year research program funded by the Department of Industry to investigate different approaches to saving energy and money for low income earners. The program focused on 920 apprentices and trainees.


Approach

Rather than using adverts, events or traditional programs like Earth Hour, 2and2 designed Powerplay to encourage players to make decisions in-game that would then translate into practical decisions around energy consumption made at home and at work.

Players are tasked with rebuilding a rural town in Western NSW after the apocalypse. To do so, they must grow the city in the most energy efficient way possible. However, at night, Elementals come to sap the town’s power. Players must fend them off using energy weapons. If they don’t fend off the attack, the Elementals sap their energy and players are left with fewer resources for the next day.


Outcome

Following the completion of the research project in 2016, survey responses and case studies indicated that PowerPlay had positively impacted on participants. Promisingly, 94% of engaged participants said they had changed their behaviour and/or purchasing decisions as a result of being involved in the program.

Check out our other projects.

 

Client

BHP Billiton

Awards

2014 Australian Mobile Awards - Best of the Best, Entertainment - Games

2014 Interactive Media Awards (USA) - Outstanding Achievement - Natural Environment/Green


View Project

Kids' Guide to Cancer

A free resource packed with with age-appropriate information for children who have a parent, sibling or loved one with cancer.


Background

While many support services exist to help children in treatment, very few options are available for children with a parent, sibling or loved one with cancer. Seeking to address this, Camp Quality approached 2and2 to develop an app solution that would provide important information about cancer in plain English without scaring or confusing them.

Approach

2and2 and Camp Quality held numerous focus groups and consulted with health professionals during the development lifecycle to ensure the most relevant and helpful information was included. The biggest challenge was to design an app that accommodated a large amount of serious factual information, but at the same time engaged 9 – 13 year olds. We set about doing this using a highly visual approach using Camp Quality’s vibrant branding colours. The 2and2 team created a series of characters to guide users through the app. The stylised characters are bright and friendly, and kids can tap on them to discover a series of humorous animations.

Outcome

Featuring colourful and engaging animations of personal stories from families throughout Australia (‘Our Stories’), the app is filled with age appropriate information about common types of cancer, the doctors and professionals involved in treatment, types of medicines and hospitals in general. It also provides answers to the most commonly asked questions kids have about cancer, myth busters and clear explanations of how kids can help and support their loved one during treatment. Available for free on both Android and iOS, the Kids’ Guide to Cancer has become a critical and well-received resource for children aged 8-13 years.

 

Client

Camp Quality

Awards

2017 Interactive Media Awards (USA) - Best in Class – Kids

2015 Interactive Media Awards (USA) - Best in Class – Charity

View Project

Leading Value Game

An immersive cross-platform game helping staff in leadership roles test and enhance real-world skills.


Background

BHP Billiton needed an educational tool to engage staff in leadership roles across the company’s global workforce - one that would provide a virtual environment to test and develop real-world skills.


Approach

2and2 developed the Leading Value Game, an immersive cross-platform game mirroring the daily challenges leaders in the company face. The game would be used in conjunction with leadership seminars to train staff on leadership values and problem-solving skills, helping make these topics more entertaining and memorable.

Set in the 1850s, the game takes place on a fictional deserted island. Players take on the role of ship’s Captain, commanding a merchant clipper that has run aground during a storm. A king tide will occur in seven days, allowing the crew to re-float the ship. This means the player has one week to repair the ship and gather provisions for the journey home. During gameplay, players must review and weigh up how all of the activities are being conducted on the island. They are rewarded for conducting thorough research and selecting options that improve efficiency and reduce waste in a safe, sustainable manner.

‘Leading Value’ revolves around key learning outcomes related to production processes, including recognising the value of staff, morale, team-based collaboration and seeing the ‘big picture’; and recognising opportunities for value creation, loss, or the potential value of untapped resources labeled as ‘waste’.


Outcome

With the game closely reflecting the dynamics of BHPB’s global operations, player feedback indicated it resonated strongly with staff and effectively tapped into the company’s natural competitiveness. Players also said the game helped them draw lessons between what was learnt in company workshops and their day-to-day work.

Check out our other projects.

 

Client

BHP Billiton

Awards

2017 Interactive Media Awards Best in Class – Games

ABC Zoom

A sci-fi world exploring scientific concepts in an entirely new realm of game play.


ABC Digital Education, ABC Science and Education Services Australia asked 2and2 to design a science game that would help students understand the scientific principles of the microscopic world.

2and2’s solution was to create a story-based science fiction game that closely integrates the science with the gameplay. The game is set in a futuristic world where players are equipped with tools that allow them to zoom in and examine materials at microscopic and even sub-atomic levels. The 2and2 production team worked under the guidance of some of Australia’s leading scientists to ensure the scientific accuracy of the zoomed-in simulations that players explore throughout the game. Players must complete a series of scientific challenges where they learn how a laser works, how a human eye detects colour or how nerve signals are transmitted between cells in the brain.

Scientific challenges are closely integrated into the game’s story which is set on an abandoned spaceship that has been put into lockdown by its cyborg captain. As players progress through the game they meet humorous street-wise characters who help them unlock the mystery of the stricken craft.

Zoom was designed with two possible game endings that are determined by the decisions players make throughout the game. The end result is an active learning experience that is educationally, technically and visually sound.

Check out our other projects.

 

Client

ABC Splash

Awards

2013 Interactive Media Award (USA) - Outstanding Achievement - Science/Technology

2013
Interactive Media Award (USA) - Outstanding Achievement - Games - Playing

View Project

CanuHanyu / Nihongogo / Rasa Bahasa

Chinese, Indonesian and Japanese language apps supporting flipped classroom education and gamified learning.


Background

Education Services Australia asked 2and2 to design a suite of mobile language learning apps that would take the toil out of vocabulary memorisation.  2and2 answered the challenge by creating the award winning apps CanUHanyu (Chinese), NihongoGo (Japanese) and Rasa Bahasa (Indonesian) that gamify language learning practise so it becomes fun, engaging and effective.


Approach

Each app contains five arcade style games that reinforce vocabulary learning and progress the player through six levels of proficiency. Reward badges chart progress and provide extra motivation for players to keep challenging themselves.

A dictionary of words and expressions are featured on flash cards in each app allowing for easy revision and guidance in pronunciation. Learners are also able to record and playback their own pronunciations to help develop their spoken language skills.


Outcome

The apps were featured in Apple’s Best New Education Apps in 2014. They have been widely adopted in schools and have been successfully integrated into teaching programs. They have been designed so that students or teachers can build their own study sets to tailor learning to an individual’s needs.

Check out our other projects.

 

Client

Education Services Australia


Awards

2016 Tech Design Awards - Education & Family

2014 Apple App Store Feature - Best New Education Apps

2014 Interactive Award - Best of Smartphone - Learning & Education

2014 Interactive Media Award (USA) - Best in Class - Education

2013 Australian tralian Mobile Awards - Best Education & Family

2013 Learning Age Award (UK) - Bronze - Best Mobile Learning

The Business of Mining

Explore, plan and operate a virtual gold mine in this visually stunning MOOC packed with interactive and engaging challenges.


Do you have what it takes to explore for minerals, plan your mine, operate it profitably and finally close it safely and responsibly?

Curtin University wanted a Massive Open Online Course focused on the business and economics of mining. Open to everyone, the course had to be rich in video, graphics and interactive experiences that enable experimentation and challenge students to experience realistic mining simulations and scenarios.

To achieve this, Curtin University engaged 2and2 to work with their academics and educational development staff to create a site that set a new standard in MOOC design and development. Visually stunning and developed completely in HTML5, The Business of Mining is packed with interactive and engaging challenges, pushing the boundaries of what can be achieved in a self-paced online course.

 

Client

Curtin University

View Project

Lendlease EH&S Passport

Award winning online training that reduces workplace injury and potential fatalities on building and construction worksites.


Background

Lend Lease’s main objective was to change the behaviour of the workforce, to instil a culture of proactive rather than reactive behaviours when it comes to Environment, Health and Safety.

With employees from differing demographics, education levels and with varying language abilities, the level at which the participants were likely to gain understanding and retention of subject matter differed substantially. The range of education levels of learner profiles went from labourers with basic literacy and no high school completion to professionals with post-graduate qualifications.


Approach

The Lend Lease EH&S Passport is a purpose-built online training program designed for Lend Lease employees from all over the world, to engage in core Environment, Health and Safety (EH&S) framework training. Originally a face-to-face induction program, Lendlease approached 2and2 to help them redesign and develop a comprehensive suite of 22 online learning modules, to be rolled out to their entire global workforce.

Our solution involved creating interactive learning experiences that replicate real-life workplace scenarios such as construction sites and retail outlets. Learners solve problems and experience the outcomes of their choices. They learn by ‘doing’, making choices and taking risks, rather than reading EH&S documents and ticking off compliance checklists. By embedding the participant into a familiar environment, the training modules enable engagement and break through educational and cultural barriers.

The extensive and unique production process involved weeks of filming actors on location at Lendlease sites, and months of instructional design, animation, stunningly accurate 2D/3D illustration and module development.


Outcome

Following the introduction of the EH&S Passport, there was a recorded 24% decrease in workplace incidents across all sectors. Due to the high acclaim among Lend Lease employees within Australia, the US and the UK, translated versions of the interactive compliance training suite was requested for use on an even broader global scale.

Check out our other projects.

 

Client

Camp Quality

Awards

Brandon Hall Award (USA) - Silver - Best Custom Content

eLearning Age Award (UK) - Silver - Best Compliance

eLearning Age Award (UK) - Bronze - Best Production

LearnX - Platinum Award for Best Interactive Scenario

LearnX - Gold Award for Best Audio Design

International Safety Awards - Bronze
Award in New Media Category

ABC ConCensus

Beautiful data visualisations that bring Australian Census statistics to life.


2and2 proposed an idea to ABC Digital Education and Education Services Australia to create a visually rich educational tool to bring Australian census statistics to life.

Census statistics offer many opportunities for us to learn about Australia but their method of presentation can discourage students from accessing them. 2and2 set out to transform a range of statistics from the 2011 Census into rich interactive visualisations which can be explored by students to uncover ‘stories’ about Australian life.

The visualisations explore themes including cultural diversity, family structure, modes of transport, population age and gender and internet connectivity. The data is organised by states and postcodes so that geographic comparisons can be viewed through clear visual representations.

ConCensus is designed as a teaching resource to support maths and geography curriculum for year levels 5 to 9. All ConCensus data visualisations provide students with access to the raw datasets that lie behind them. The ability to download this data allows students to import it into their own charts for further study and analysis.

ConCensus can also be used to go beyond the official census statistics by allowing students to create their own census surveys for their class or school group. The MyCensus feature of the site displays the comparative results of surveys that have been completed by thousands of students throughout Australia.

Check out our other projects.

 

Client

ABC Splash

View Project