Using the 4K2F to test your design

4K2F Despite what some #Gamification experts (yes, I'm talking to you Andzrej) fun is an important element. NOW... Andzrej Marczewski is NOT wrong: Fun must be experienced as a consequence of the experience. Do not FORCE it. So, how do you design for it? Nicole...
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Testing your design

Knowing you are doing the right thing in #Gamification is really hard when you don't have the right tools at hand. Now, the first thing you should keep in mind are your KPIs. These little guys will tell if ANY project is going in the right direction, however, one...
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The effects of violent video games

I read this information a while back, but I wanted to share it with you. Violent GAMES do NOT, I repeat, DO N-O-T, cause aggression. The full article is here (please, support them by clicking) and you can read even further  here  It's great to know this because the...
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Thre Paradox of #gamification design

The Paradox The harder for the Game Master, the easier for the players. This idea came to me as a Dungeons and Dragons Game Master (which is pretty much the one skill you need to become a gamification designer). The thing is that the amount of rules the game master...
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The power of ALMOST

In #gamification we all know about FLOW. That feeling you get when you #almost achieve a goal but feel that you are actually about to get it. In proper terms, FLOW is where the difficulty of a challenge matches the skill of the player, however,  I want to talk about...
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turn your students into players using powerful game mechanics




BLUErabbit is a gamified learning enhancer used to transform any class into great challenges.

Using powerful game mechanics, the players will focus on learning rather than grades. They will earn money (BLOO) that can be used to clear the path for better assignments, level up faster or make up for late work



What if instead of homework we start calling them jobs or quests? Instead of giving assignments you send your players into great adventures.


So you want your players to work as a team? With a project, you can assign it directly to a specific team and see who submits which part of it and follow through! Plus, they only get the XP and BLOO when it’s all finished!


How about you add a bonus prize/award to those who finish all the exercises that start with the word “Skeleton”? Or an award for finishing your first quest?
Missions are specific behavior you want to reward players. When they fulfill all the requirements, the award is granted automatically.



Tests are boring. how about you create a quiz that has a pool of questions but also allows the players to attempt it each time by paying for it? Or you give them 5 attempts to get the best or the last grade available?

Stop testing. Start quizzing.



Need to reward a specific player for their competence? A team got the best project?
Achievements are independent rewards that can be granted at any point for pretty much any reason.



All classes at some point need to build teams. Manage, organise and assign specific projects to each team or have a general project for the whole class and have all teams work together to get it done.

All players/one account

Up to TEN classes

You teach morning and afternoons?
Have 10 different classes?
Different subjects?

Enroll 300 players

Enroll up to 300 players within your classes.
No one is left out.

Choose your scale

Choose your grading scale.
Letters (A, B+, etc) Percentage
or leave the class without a grade!

Know your players better than themselves

Learn how they play best and use it to empower their learning!

Marczewski’s Player and User Types Hexad

read the science

4MAT Learning Styles

Bernice McCarthy’s Learning Styles

read the science

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