BEST CASES

Intel

With the need to teach their resellers, the Intel Super Seller game was developed in order to train partner store sellers, with a physical, light and fun learning experience, so that they can learn more about Intel products and indicate the best choice for your customers.

With an easy technological language, the game contains 82 cards and a support board, players can play individually or with up to 2 players. Each player receives a persona card, and must assemble a computer with the parts referring to that client’s needs.
The parts to assemble the ideal computer are taken from the game’s main pile, but there may be surprises and effect cards that can hinder your objective. The player with the closest score to the persona’s need wins.

The game was so successful that it has already been translated into English and Spanish, and new expansions are being studied.

Intel

With the need to teach their resellers, the Intel Super Seller game was developed in order to train partner store sellers, with a physical, light and fun learning experience, so that they can learn more about Intel products and indicate the best choice for your customers.

With an easy technological language, the game contains 82 cards and a support board, players can play individually or with up to 2 players. Each player receives a persona card, and must assemble a computer with the parts referring to that client’s needs.
The parts to assemble the ideal computer are taken from the game’s main pile, but there may be surprises and effect cards that can hinder your objective. The player with the closest score to the persona’s need wins.

The game was so successful that it has already been translated into English and Spanish, and new expansions are being studied.

AOC

The project was developed in partnership with E-content Lab, for AOC – the world’s largest manufacturer of monitors. Aiming to strengthen the brand and engage the gamer community, for 10 weeks we suggested and activated different challenges with the help of three streams that are references for the target audience of the action.

An important discussion about diversity in this environment was raised and this impacted more than a million users on different social networks. The main message was the focus on feminism, through the empowerment and emancipation of women, naturalizing their participation in an environment almost always related to men. The aim was to make participants aware of the need for a safe environment for everyone, free from harassment and fighting structuring sexism.

After all, a hater is not a gamer.

AOC

The project was developed in partnership with E-content Lab, for AOC – the world’s largest manufacturer of monitors. Aiming to strengthen the brand and engage the gamer community, for 10 weeks we suggested and activated different challenges with the help of three streams that are references for the target audience of the action.

An important discussion about diversity in this environment was raised and this impacted more than a million users on different social networks. The main message was the focus on feminism, through the empowerment and emancipation of women, naturalizing their participation in an environment almost always related to men. The aim was to make participants aware of the need for a safe environment for everyone, free from harassment and fighting structuring sexism.

After all, a hater is not a gamer.

Leader Of yourself

SEBRAE MT

From the instructional design we developed a Training BootCamp for Sebrae-MT. With content curation, developing a methodology with practical and extremely current activities, we thought about the learning objectives and needs related to the training theme.

For 16 hours we applied the different concepts about acting in a leadership position, self-knowledge, and development to deal with other people, including activities in a participant guide and another facilitation guide for the consultant. With that, the consultant gained better understanding to apply and develop the skills necessary to work with the materials.

Leader Of yourself

SEBRAE MT

From the instructional design we developed a Training BootCamp for Sebrae-MT. With content curation, developing a methodology with practical and extremely current activities, we thought about the learning objectives and needs related to the training theme.

For 16 hours we applied the different concepts about acting in a leadership position, self-knowledge, and development to deal with other people, including activities in a participant guide and another facilitation guide for the consultant. With that, the consultant gained better understanding to apply and develop the skills necessary to work with the materials.

Communicate

SEBRAE MT

Ideal for everyone who wants to communicate with excellence, BootCamp Communicate seeks to develop this essential skill for organizations. Reports and research on the future of work mentions it as a fundamental skill for this century. And this goes beyond communicating as a simple communicator; it’s about using this tool in everyday life in many ways.

We facilitated a pilot class in person at Sebrae’s headquarters in Cuiabá, where we tested the processes directly with the target audience, collecting feedback to promote improvements.

Communicate

SEBRAE MT

Ideal for everyone who wants to communicate with excellence, BootCamp Communicate seeks to develop this essential skill for organizations. Reports and research on the future of work mentions it as a fundamental skill for this century. And this goes beyond communicating as a simple communicator; it’s about using this tool in everyday life in many ways.

We facilitated a pilot class in person at Sebrae’s headquarters in Cuiabá, where we tested the processes directly with the target audience, collecting feedback to promote improvements.

EMBRAER Institute

During the first year of the pandemic, we took on a challenge proposed by the Embraer Institute: to create an exclusive hackathon for the institution’s students, volunteers, and employees.

Social Innovation Dav was born with the demand to propose solutions for the planet based on socio-environmental aspects, SDGs, and ESG. During a weekend, six stages of the design thinking process were explored, a technique applicable daily in different projects. At the same time, solutions were developed for the proposed challenge.

From the projects developed, videos were created that underwent a bank evaluation where criteria such as creativity, innovation, tangibility, and scalability were considered.

EMBRAER Institute

During the first year of the pandemic, we took on a challenge proposed by the Embraer Institute: to create an exclusive hackathon for the institution’s students, volunteers, and employees.

Social Innovation Dav was born with the demand to propose solutions for the planet based on socio-environmental aspects, SDGs, and ESG. During a weekend, six stages of the design thinking process were explored, a technique applicable daily in different projects. At the same time, solutions were developed for the proposed challenge.

From the projects developed, videos were created that underwent a bank evaluation where criteria such as creativity, innovation, tangibility, and scalability were considered.

SPIC

In its climate reports and surveys, SPIC has identified that its employees and collaborators would like to improve the feedback culture. We accepted the challenge and proposed two different solutions.

First, we created a card game, in physical and digital formats, creating dynamics to give feedback in fun ways.

To complement, we carried out an on and off gamified action, we structured five weeks of content where the participants went through several moments of activities and missions that put their skills to the test by offering feedback. After all, this must be a daily practice, hence the importance of demystifying it as a synonym for fear and apprehension.

SPIC

In its climate reports and surveys, SPIC has identified that its employees and collaborators would like to improve the feedback culture. We accepted the challenge and proposed two different solutions.

First, we created a card game, in physical and digital formats, creating dynamics to give feedback in fun ways.

To complement, we carried out an on and off gamified action, we structured five weeks of content where the participants went through several moments of activities and missions that put their skills to the test by offering feedback. After all, this must be a daily practice, hence the importance of demystifying it as a synonym for fear and apprehension.

GNDI - Notredame Group

The demand was to develop two games with different agendas: one on the disposal of hospital waste and another for safety and firefighting. For the game’s development, we received various materials with rules, presentation videos and carried out several research. In this way, we co-create the entire repertoire of games.

The hospital waste disposal game helps people to understand, beyond the great importance of its correct direction, the correct place to discard it. Can you imagine a place where there are about 20 to 30 distinct collectors? The challenge of the game was learning retention so that this discard always occurs in the best way possible.

As for security and firefighting demands, we created a card game that simulates 4 different types of fires for 10 scenarios. We elaborate the measures that help and improve the fight during a fire solution and what can make it worse.

With playful and visual resources, we brought this reality so that players can better understand what should be done in each situation. We count on the company’s own collaboration with suggestions for medical equipment, fire extinguishers and questions used in the fire brigade that may be necessary for the activation of cards during the execution of the game. The cards are designed for a game of three to seven people.

Both games are used annually to train more than 50 thousand employees in the company until today.

GNDI - Notredame Group

The demand was to develop two games with different agendas: one on the disposal of hospital waste and another for safety and firefighting. For the game’s development, we received various materials with rules, presentation videos and carried out several research. In this way, we co-create the entire repertoire of games.

The hospital waste disposal game helps people to understand, beyond the great importance of its correct direction, the correct place to discard it. Can you imagine a place where there are about 20 to 30 distinct collectors? The challenge of the game was learning retention so that this discard always occurs in the best way possible.

As for security and firefighting demands, we created a card game that simulates 4 different types of fires for 10 scenarios. We elaborate the measures that help and improve the fight during a fire solution and what can make it worse.

With playful and visual resources, we brought this reality so that players can better understand what should be done in each situation. We count on the company’s own collaboration with suggestions for medical equipment, fire extinguishers and questions used in the fire brigade that may be necessary for the activation of cards during the execution of the game. The cards are designed for a game of three to seven people.

Both games are used annually to train more than 50 thousand employees in the company until today.

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SkilLab, Inc. 2023

We operate fully remote. Incorporated in Delaware.