Hyundai Jump School is an educational volunteer program for university students, sponsored by Hyundai Motor Group. Launched in 2013 in South Korea, the program enhances access to education and nurtures young talents. Each year, Hyundai Jump School selects outstanding university students who are passionate and active in social activities, training them to become young leaders with a spirit and culture of volunteering.
Implemented in Vietnam since 2020, Hyundai Jump School has successfully organized four seasons, achieved significant accomplishments and positively impacted all participants, including students and children.
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The Challenge
Building on the success of previous seasons, Hyundai Jump School returns for season 5 with new goals and breakthroughs, while facing challenges. Increasing the program’s visibility on social media platforms and enhancing interaction with participants through innovative educational methods are the challenges Hyundai Jump School needs to overcome. By doing so, the program can spread deep values, continue its success, and build a society where everyone has equal opportunities to learn and develop.
What did TriPlayZ do
The “Dream and Go” campaign spreads the message “Be brave to dream and go” through gamification activities on a microsite, posted on Hyundai Jump School season 5’s Facebook fanpage. Using a lucky wheel game, the campaign offers many attractive prizes, engaging players through various mechanisms:
- Lucky Wheel: Users receive play turns by accessing the game and sharing it daily. After winning a prize, players fill out a form at the end of the game to verify their identity and receive special rewards from the organizers.
- Attractive Prizes: The prize system is designed to attract second to final year students at member universities and affiliated colleges that partnered with Hyundai Jump School.
- Trend Pioneering: This pioneering gamification campaign has helped Hyundai Jump School season 5 achieve remarkable results and overcome new challenges.
The Results
- User Attraction: Throughout the 8-day campaign (1/7 - 8/7/2024), “Dream and Go” attracted a diverse range of students to interact with the program.
- Innovation and Creativity: This campaign marked the first-time gamification was used in educational recruitment for young audiences by non-profit organizations.
- Brand Building: The campaign helped to increase the credibility and elevated the status of Hyundai Jump School among young people.
- Increased Interaction: The simple and accessible game mechanism allowed participants to interact regularly, generating enthusiasm among users.