Where It Started
In 2018, I was the Campusleiter of the very first ICT-Scouts & Campus location in Muttenz — a program that finds young tech talent in Switzerland. Later, I led the scaling effort, building up campus after campus until we had seven across the country.
During that time, I kept running into the same problem: there was no good way to visualize what students could learn, how things connected, and where they were on the journey. So I came up with a concept — a skill tree. Every ICT skill mapped out, branching, interconnected — like the ones you'd find in an RPG. Students could see where they were, what was next, and what they could unlock.
The courses themselves were built by someone else in the organization. But the concept — the idea of mapping learning like a game — that was mine. And then they took it, stripped out most of what made it work, and eventually let it die. That stung. But I held on to the idea. And I let it grow into something much bigger.
The Realization
Here's the thing about RPGs that nobody in education seems to get: in a game, you don't level up and then receive a skill point. It's the other way around. You level up through the skills you acquire. Every ability you unlock, every quest you complete — that's what makes you stronger. The level is just the proof.
Real life works the same way. We don't become better people by sitting through 12 years of school. We grow by learning skills — real, actual skills that matter to us. The level should follow the learning, not the other way around.
Why not make the entire learning experience a skill tree? Not as a gimmick on top of a boring system — but as the system itself. That's when P.L.A.Y. was born.
Imagine being 14 and wanting to become a baker. Your math lessons don't give you random equations — they teach you to calculate recipes, scale ingredients, figure out margins. Want to be a hair stylist? Your chemistry module covers color mixtures and chemical reactions in products you'll actually use. The skill tree doesn't just show you what to learn — it makes it relevant.
The Game Mechanics
P.L.A.Y. doesn't just borrow a few game elements. It's built from the ground up like a game world — because the psychology that makes games engaging is exactly what education needs.
The Skill Tree
Every subject, every competency, every skill is a node. You see where you are, what you've mastered, what's next. No vague grades — just clear, visual progress.
XP & Levels
Complete skills, quests, challenges — earn experience. Level up. Each level needs more XP than the last. Being Level 1 when your peers are Level 6 doesn't feel cool. That's the point.
Bonus, Not Punishment
The entire system rewards instead of punishing. Don't engage? You just don't earn privileges. Nothing gets taken away. Research shows this works dramatically better.
Quests & Challenges
Daily quests for when you don't know where to start. A quest board where teachers post missions. Weekly challenges — solo, team, or full faction.
Factions
Floor-based teams that compete for collective XP. Stronger students help weaker ones — because your faction's success is your success. Community through competition.
Badges & Leaderboards
Bronze to Diamond rankings. Hidden achievements. Your profile tells the story of everything you've accomplished. Top 5 per category so everyone has a shot at the spotlight.
Teachers Become Coaches
In P.L.A.Y., teachers don't spend hours preparing standardized lessons for 25 students at different levels. They create quests, mentor individually, and lead their faction through weekly challenges. They go from lecturers to the people who actually make a difference — coaches, mentors, guides.
The Journey
The Big Picture
P.L.A.Y. isn't just an app or a website. It's a different way of thinking about education entirely. A world where you don't learn because you have to pass a test on Thursday — you learn because it gets you closer to who you want to become. Where your progress is visible, your path is yours, and every skill you acquire makes you measurably stronger.
The skill tree doesn't care if you're 8 or 80. It doesn't care if you're learning at a school, at home, or in a company. It just maps human knowledge and says: here's where you are, here's where you can go.
We level up through the skills we acquire. So why not build a system that actually works that way?