Our big idea saw us take the high school syllabus and turn it into playable interactive content. Think PlayStation for high school. We called our game Timestorm. In it we buried complex algorithms based on NSW Board of Studies findings, and more arcanely, the Ohio State leadership model. The Ohio model was developed back in WWII to determine which soldiers were officer material. So while our students were playing a time travel fantasy game, we were learning how they thought. We measured their ability to take on knowledge, attain knowledge, adapt knowledge, their persistence in the face of problem solving and how they made ethical decisions.
Timestorm gameplay took place online, on the social learning platform Pango. Players controlled a time traveller from the future sent back to crucial moments in Australia’s past and present.
The first series of Timestorm launched in January 2012 to critical acclaim from educators and students alike. We had identified a core group of young students for UWS to communicate with and focus their recruitment efforts on. And UWS was now a serious consideration for this group. Every time they achieved in-game milestones, Facebook Connect would publish the UWS brand to their timelines, cementing the university as a real strong choice for their higher education.