Development of a creative solution for capturing data of potential students that used to be done manually thanks to integrated gamification.
Need: speed up the process of collecting data of potential students for the institute.
Target: men and women between 16-21 years.
Result: multidisciplinary project where the student, once having entered their data in one of the eight iPad located in the “Aula”, were rewarded with some incentive through a vending machine. Thanks to this action, the number of profiles collected increased from 2500 (hand-picked) to 6000 and located directly in the CRM.
May 4, 2017