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What is GAIN?

GAIN is a sector-agnostic behaviour change framework designed to close the gap between knowing and doing. At its core are four integrated forces that help people stay engaged, take action, and build habits that last:



  • Gamification — Sparks motivation through play, progress, and rewards
  • AI coaching — Delivers personalised feedback and nudges based on user behaviour
  • Incentives — Activates both intrinsic and extrinsic motivation through rewards, recognition, and progression
  • Network  — Taps into peer accountability, mentorship, and social reinforcement

Together, these elements form a repeatable structure for creating behavioural engagement across contexts, from daily learning and healthy habits to civic participation and upskilling.

Who developed GAIN?

GAIN was co-developed by Solve Education! in collaboration with behavioural scientists, education researchers, and local communities — including youth with disabilities. Over 8 years, the framework has been iterated and refined through implementations in Indonesia, Malaysia, Singapore, Nigeria, and beyond.


It is currently being validated through:


  • A randomised controlled trial involving 150+ schools in Malaysia, conducted in partnership with the Asian Development Bank and the National University of Singapore

Additional research on GAIN’s effectiveness has also been conducted with the Max Planck Institute, with findings published in scientific forums.


GAIN is grounded in behavioural science, shaped by community needs, and built to drive real-world results.

Why use GAIN?

Traditional programs often struggle to achieve lasting engagement. Workshops, campaigns, and training sessions may inform, but they rarely transform.


GAIN changes that.


Whether you're working in education, health, workforce development, or civic life, GAIN helps your program:


  • Drive higher engagement and longer retention
  • Encourage habit-building and real-world application
  • Collect actionable behavioural data to improve continuously
  • Scale with consistency across contexts, even in low-resource environments

If your goal is not just to inform, but to activate, motivate, and sustain change, GAIN is built for you.

Evidence of GAIN's Effectiveness

  1. Revolutionizing Learning in Semarang
     → Field application of English programs supported by SE!'s tech
    Read more

  2. Impact Measurement: OBLF’s Tablet-based Learning Program
     → Shows effect of sustained gamified access on literacy
    Read more

  3. SE! English Literacy Program – An Impact Assessment Report 2022
     → Includes behavioural patterns and learning progress via GAIN tools
    Read more

  4. Reducing Forgetting Rate in EFL Students Using a Spaced Repetition-Powered Digital Game-Based Learning Application
     → Behavioural science in action — gamification + spaced repetition
    Read more

  5. Solve Education: An Impact Assessment Study (Conjunct Consulting)
     → Shows correlation between gameplay and academic outcomes

    Read more