You may have seen examples of using entertainment or gamification for positive social outcomes demonstrated as part of Volkswagen’s Fun Theory campaign. These included a Piano Staircase that encouraged people to take the stairs instead of the escalator and a Bottle Bank Arcade machine that encouraged people to recycle.
As part of SMART’s What Are You For? campaign, the car manufacturer created an experiment to see if it could improve safety at traffic lights by incentivizing pedestrians to wait for the green man:
Smart says that the Dancing Traffic Light caused 81 percent more pedestrians to stop and wait for the green light than previously.
How could you challenge your students to solve problems and create solutions in a creative, game-based way?