Gamification is a very useful tool for designing curricula for adult learners. It promotes concentration and engagement with the subject matter. Even though gamification is often associated with technological solutions, elements of gamification can be usefully applied in low tech environments. Here are some things that I remember when I design curricula in low tech environments
Refresh your understanding of the MDA Framework: This framework was not written for electronic games per se and so many of the principles (showing progression, promoting learner investment and using narrative) can be applied in low-tech settings
Draw inspiration from board and card games: When I’m faced with a low-tech educational context, I go back to low tech game solutions. Card games and board games have kept people stimulated for ages before we had mobile games. Drawing inspiration from card and board games can include using a literal paper and pen game such as bingo, drawing on board-game design elements in the course materials or demonstrating class progression in a board-game style fashion.
Draw on the strengths in the educational learning environment: You’ve already noted the fact that there isn’t the technology available to implement the kind of fun gamification elements you would like. But what are the strengths of your situation? IS there a strong local tradition of oral story-telling? Can you use this to get participants to add to the narrative content of the curriculum (without appropriating) Is there a safe space outside which you could incorporate into a curriculum?
Involve participants in crafting their own learning experience: Use live role-plays. Add a timekeeper on tasks to stimulate pressure. Simple things such as sound simulation can be provided by participants themselves.
Don’t be afraid to use a simple solution: Sometimes showing progression involves the facilitator drawing a training plan on a chalk-board and checking modules off as you go. Sometimes and educational game is a piece of paper used in bingo. Game-like sounds can be provided by participants themselves.