"Generation Z has a high socio-environmental engagement, is concerned about climate issues and wants to change the world, starting with the community. Therefore, Live Lab creates and applies games that meet the natural behavior of this generation, so that they can peacefully solve the challenges of today's world through fun and purposeful games. I've dedicated my career to mobilizing teens, young adults, and adults through collective action to create small community revolutions, and I'm excited to see what you do!" - Edgard Gouveia Jr., co-founder of LiveLab
Make 3 months available for the Gymkhana! Taking 3 to 4 weeks for prior arrangements and formalizing the official initiative with Change X and LiveLab and 4 to 8 weeks to plan and execute the Jornada and guidance from the LiveLab team.
After approval by the Change X and LiveLab team, the institution that will participate in the Jornada the process.
At this stage, the institution will learn about the principles of the methodology, the step-by-step process of the competition and adapt it to the social reality of its territory. Next, it is necessary to define how the Gymkhana will be executed - whether or not the application will be used.
The game cards begin with challenging missions, inviting the adults most loved by young people (Game Master) to be tutors for the teams of participants. In turn, each of those chosen invites a young person with a great capacity to mobilize (Agent X) and communicate with other young people. These X Agents form their teams (X Leagues) and then everyone invites friends, family, neighbors, agents of local importance and other entities that the players can raise awareness and mobilize (X Tribe). After forming a large support network, each team is responsible for organizing itself and obtaining the necessary resources and materials to carry out the activities that take place on the culminating day of the Gymkhana. Completing each mission corresponds to a pre-determined score.
We arrived on the day of the Gymkhana! This is the epic event day where teams compete and cooperate with each other, making learning more enjoyable and joyful. A series of practical activities are carried out, such as mural painting, planting, general knowledge games, culinary competitions, regional games, sports, among other creative ideas that the institution and LiveLab define together. At the end, the team that scores the most points may receive some type of recognition to be defined by the institution.
After Gymkhana Day, young people meet together with their Games Master to carry out the last mission (Evolution). This moment is one of celebration and reflection on the learning and everything that was experienced during this Journey, being an opportunity to collect feedback and analyze the evolution of socio-emotional skills.
Then, the institution and LiveLab prepare the final impact report. All results can be presented by mixing qualitative and quantitative information, taking into account the diversity of the audience and providing strategic recommendations to improve the game and stages.