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Brand: Erfan Khoshnazar
Best Use of Gamification in Education – Erfan Khoshnazar
In my educational-entrepreneurial ecosystem, gamification is not an add-on—it is the core structure of learning. My goal has been to transform education from a rigid process into an engaging, enjoyable, and game-like journey
Game-based Structure in Kakh Serkh
Kakh Serkh is a two-year program with over 10,000 students. It is built around nine levels of life skills, each designed as a “game stage”
Students must complete specific missions (e.g., managing expenses, solving a crisis, practicing communication)
After each mission, they earn points and rewards
To advance, they must overcome the challenges of the previous level
Gamification of UNESCO Literacies and Special Skills
The seven UNESCO literacies are taught through missions and challenges
Financial literacy: a simulation game where students manage a bank account, loans, and investments
Media literacy: a digital mission where students detect fake news from real news
AI literacy: a project-based mission where students use AI to generate content
Gamification in First Class and Business Class
In First Class, students earn points for writing business plans, launching mini-projects, and selling their first products. Over 100 students have launched real businesses upon completion
In Business Class, students master complex skills through team-based competitive projects. Missions include designing logos, producing videos, or creating marketing strategies
Technology Enhancements
VR: A fully immersive 360° metaverse makes the entire journey feel like an adventure game
AR: The Kakh Serkh Book brings content alive with augmented reality
AI: Courses are translated and dubbed into multiple languages, while AI assigns personalized missions to students
Results and Impact
Over 10,000 highly engaged students worldwide
Dropout rates minimized due to engaging gamified structure
Students report they feel they are “playing a game” rather than “studying
Unique Value
Unlike many educational programs that use limited gamification (points, badges, leaderboards), my model transforms the entire educational pathway into a hero’s journey—where every challenge and level is a mission that builds real-world skills
Support
VR
VR
Red Book




