Kutayib

3.1. Working with volunteers - Team management

Session Objectives

By the end of the session, participants will be able to:

  • Understand the principles and benefits of gamification.

  • Explore real-life examples of gamification in youth settings.

  • Design simple gamified systems tailored to their club activities.

  • Leave with a ready-to-test gamification concept for their own club.

Duration

02h 10min

Group size

Set by facilitator

Materials needed

Flipcharts, Markers, papers, pens, post-its

Session Description 

This session introduces participants to the concept of gamification and its use in motivating and managing volunteers. Through interactive activities, discussions, and creative teamwork, participants explore how game elements (points, badges, and reward) can make club participation more engaging. By the end, each club designs a simple gamification system tailored to its goals, encouraging collaboration, fun, and sustained motivation among members.

Duration: 15min

Group size: Participants in line

  • The facilitator/ trainer asks fun “Would you rather…” questions related to rewards and challenges. (Choice A step up and choice B step back)

  • Debrief with: What made this fun? What caught your attention?

Objectives: Warm up participants and introduce the idea that: fun + challenge = motivation

Examples

  • Would you rather receive a surprise gift or public recognition for your efforts?

  • Would you rather celebrate success with a team party or with an individual reward?

  • Would you rather work hard for a big prize or enjoy small rewards more often?

  • Would you rather tackle a challenge alone or as part of a group?

  • Would you rather solve a puzzle or complete a physical challenge?

  • Would you rather learn by doing or by listening and observing?

  • Would you rather be the team leader or the creative idea generator?

  • Would you rather organise the plan or execute the tasks?

  • Would you rather give feedback or receive feedback?

  • Would you rather always win but learn nothing or lose sometimes but always learn?

  • Would you rather play a game or do a creative activity during training?

  • Would you rather compete against other teams or collaborate with them?

Duration: 30min

Group size: All together

Materials needed: 5 scenarios, flipchart, markers, pens

  • The facilitator/ trainer provides a short explanation of Gamification :

    Gamification is using game elements—points, badges, levels, challenges—in non-game contexts to boost motivation and engagement.

  • Share 2–3 real examples from youth clubs, NGOs, or sports teams.

  • Discuss why it works: recognition, fun, progress, ownership.

  • Ask participants: Where have you seen gamification before?

Duration: 05min

  • Read out 5 short scenarios (e.g., “You earn points for attending workshops,” “You get a badge for helping a teammate”).

  • Participants vote: Game or Not a Game?

  • Use this to introduce the idea that game elements can exist in non-game settings.

Duration: 15min

  • Divide into small groups (3–5 people).

  • Each group chooses a real activity from their youth club (e.g., attendance, volunteering, learning a skill).

  • On a flipchart, they design a gamified version of that activity using at least 3 game elements (e.g., points, badges, levels, surprise rewards, team challenges).

  • Encourage creativity: visuals, names, icons, or slogans are welcome.

Duration: 05min

Each group presents their flipchart idea in 1 minute. Facilitator leads a short discussion:

  • What made these ideas fun or motivating?

  • Which elements could be applied in your own club?

  • What would make gamification sustainable and inclusive?

Objectives: Introduce gamification and help participants design a gamified activity using real-life examples and creative teamwork.

Duration: 20min

Group size: Groups

Materials needed: Pens, post-its

  • The trainer / facilitator displays a flipchart with the question: “What do we want to motivate our club members to do more of?”

  • Each group answers the question in sticky notes and sticks them on the designated flipchart.

Objectives: Identify specific motivation needs within each youth club.

Duration: 25min

Group size: Groups

Materials needed: Colored markers, flipcharts, papers, pens

Duration: 05min

  • The facilitator briefly explains the purpose: “You’ll design a gamification system that fits your club’s needs and motivates your members.”

  • Divide participants into their respective clubs or small working groups.

  • Provide flipcharts or large sheets for each group to work on.

Duration: 20min

Each club outlines the key components of their system on a flipchart:

  • What behavior or value do you want to promote? (e.g., regular attendance, teamwork, volunteering, skill development)

    1. Game Elements

      • Choose at least 3 game elements to include:

        • Points

        • Badges

        • Levels

        • Leaderboards

        • Surprise rewards

        • Team challenges

        • Progress bars

    2. Tracking Method

      • How will you monitor progress and participation? (e.g., sign-in sheets, digital apps, peer reporting, weekly check-ins)

      • Encourage creativity: groups can name their system, sketch icons, or create slogans.

Objectives: Help each club prototype their own gamification model tailored to their culture and goals.

Duration: 20min

Group Size: All together

  • Each club presents their idea in 2 minutes.

  • Others can vote for “Most Fun”, “Most Useful”, or “Most Realistic” system.

Objectives: Share ideas and inspire one another. Create excitement to implement.

Duration: 20min

Group size: All together

  • The trainer / facilitator asks: What is one game element you’ll try in your club next week?

  • The trainer / facilitator shares tips for keeping it sustainable (start small, get feedback, keep it playful).

Objectives: Encourage commitment and wrap up the session with intention.