New Logo!

New Logo!

Ok, so we had to update our logo for Copyright purposes.

Here it is, hope you like it… šŸ˜€

We alseo changed our slogan. We believe it represents our goals a lot better and we invite you to share it and use it.

#neverstoplearning

#gamification #education

NEW BETA IS UP!

NEW BETA IS UP!

As a new school year draws near in Mexico, we were required to finish up all details and make sure a full set of tutorials are up but also make sure no bugs were around in our new version.

You can try it here!Ā 

Some of the new features actually come from inspiration received during Gamification Europe and needs from Foro Vidanta.

I’ll be covering each of the new features in a separate post but let me list them here:

  • New Looks at Classes dashboard.
  • All bugs clear: We’ve cleared all bugs from the system. If you find one, please report it to [email protected]
  • Level up colors
  • New Item types: Consumables, Key Items and Reward Items
  • Requirements from Key or Reward Items
  • Team Missions are active!
  • Teams have a chat in the class wall
  • Sidequests are working fully and just show for current level
  • Duplicate Quests are possible now.
  • Reward Items work as a collection for the players to complete
  • Achievements now can be obtained in three different ways, limited by amount of players and by deadlines.
  • Quests and Challenges can be assigned to a specific group of players using achievements
  • Quests, Missions and Challenges can now reward players with information using CLUES. This way you can create an Escape Room experience or find hints through the whole school year!
  • The questions in Challenges can have now an image attached to it
  • The Players List now offers a link to the player type results for each enrolled player so the teacher can see the numbers
  • Class Time zone bug has been fixed. Now all deadlines match the setup from the class.
  • You can remove players from within the class edit screen.

Hope you like them.

#gamification of #education for the win!

Back to life

Back to life

Alright.Ā 

So it’s been a while since I posted something. Between life, the universe and everything, it all came out to over 42 things I had to finish.

So for those who think I’m being just “funny”, here is the complete list of what we’ve been woriking on for the past 4 months…Ā 

  1. Setting up things with investor
  2. Fixing bugs in BLUErabbit
  3. Preparing keynote for Gamification Europe Masterclass
  4. Updating all cards fot he Game Master Framework for G.E.M.C.
  5. Translating such cards to spanish
  6. Updating all icons and software to match current design
  7. Talking to lawyers about brand
  8. Setting up new bank accounts
  9. Run around with hands in the air not knowing where to start fixing more bugs in the BLUErabbit
  10. Getting hired to gamify ForoVidanta (upcoming post!)
  11. Update BLUErabbit to make sure it can track social media for FORO VIDANTA
  12. Update Gamification Europe Master Class again to match new discoveries
  13. Ā Hire someone to help with the development of the gamified content for FORO VIDANTA (not easy here in Mexico but I found one of the best possible people in the planet for such a job)
  14. Go to Puerto Vallarta, run the event and make sure all participants stay focused for 4 days instead of going to the beach (mission accomplished!)
  15. Oh yeah… this is just May… one month in… And another item in the list is: UPDATE BLUErabbit Database to match the new settings
  16. Start designing EDUBADGES again since the client started requiring new features
  17. Start designing HDI system for MOUDUS
  18. Start analyzing all data from FORO VIDANTA
  19. Rehearse Keynote for Gamification Europe
  20. Finish Data analysis for FORO VIDANTA and send to client
  21. Get Paid! (YAAAY!!)
  22. Keep working on Edubadges
  23. Keep working on Moudus
  24. Forget for a while about the Ramp Compass System I want to publish
  25. Stick to the fight. Times get hard as hired developer stops working and stops answering phone…Ā 
  26. Start new DB update with BLUErabbit as new needs come up.
  27. Find a new developer in the meantime
  28. Keep working on the other projects
  29. Fix even more bugs that appear in BLUErabbit
  30. Start focusing in BLUErabbit as a sponsor for GAMICON in October
  31. Get interviewed by Monica CornettiĀ 
  32. Fly to Europe. Gamification Europe Master Class is ready to go.
  33. We are mid way in to June here… and Wedding in Switzerland
  34. Fly to London for Master Class
  35. Teach my Master Class (Top 10 experiences in lifetime!)
  36. Take Escape room Master Class wiht Michiel Van Eunen
  37. Demo BLUErabbit to a participant
  38. Go to Stonehenge and Greenwich
  39. Fly to Mexico and keep updating BLUErabbit as search for developer fades into darkness
  40. Print material for surprise workshop
  41. Deliver first version of HDI
  42. Deploy latest update of EDUBADGES

Yeah… not even July by the end of those 42 items… so well… as you can see we are running with many things… so the blog had to wait a bit.

However. We are back in business!! šŸ˜€

I’m changing the theme in the website to match new things but for the meantime, I’ll update the DOCS and then we will do the theme thingy…

#gamification for the win!! šŸ™‚

How to create gamified tools

How to create Gamified Tools

Workshop Outline

I was just asked to design a Workshop for the upcoming Gamification Europe Master Class.

Here are the details of the workshop I will be teaching šŸ™‚

Part 1 (30 minutes)

#Gamification Basics: Getting a sense of direction

  • Motivation
  • RAMP
  • Flow State
  • Game Anatomy

Part 2 (45 minutes)

Foundation: Making sure you have a clear idea of what must be done

  • The Point: What is the problem to solve?
  • The Players: Who is playing and how do they play?
  • The Goal: When do you know the players have achieved the point?

Part 3 (45 minutes)

Dynamics, Mechanics and Aesethics

  • Using the Game Master Framework to setup The Foundation of the tool
  • Learning how to test your system is really working

Part 4 (4~5 hours of practical working)

Making it happen, Developing your first tool

  • Step by step guide to develop a gamified system with evaluation and feedback
  • Deliverable: Wireframe and Instruction booklet of tool.

Part 5 (1 hour)

Breaking the system

  • Evaluation, redirection, misinterpretation and iteration.

 

Bernardo Letayf

Bernardo Letayf

M.B.O. (Mind Behind the Operation)

6th position in the Gamification Gurus Power 100!

Gamification Keynote SpeakerĀ & the mind behind the operation @bluerabbit, a gamification platform for education.

Developed three frameworks to teach/learn how to create gamification systems and build gamified content

Declared a world wide war on grades.

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Updating Docs

Updating Docs

A lot harder than it seems
OMG! Updating the docs is a lot harder than I thought.

So far you can check the documentation for the following sections:

Now, the LEVELS part of it is HARD, so if you have questions or suggestions let me know. PLEASE.

Anyhow, #gamificaition systems aren’t easy to build if you really want successful environments. Check the table for progression following the LINEAR INCREMENT model from Michael Wu. I will publish a new post exclusively explaining this in the “Teachings from Gamification Europe” series.

 

Bernardo Letayf

Bernardo Letayf

M.B.O. (Mind Behind the Operation)

6th position in the Gamification Gurus Power 100!

Gamification Keynote SpeakerĀ & the mind behind the operation @bluerabbit, a gamification platform for education.

Developed three frameworks to teach/learn how to create gamification systems and build gamified content

Declared a world wide war on grades.

<a class="twitter-timeline" data-height="400" href="https://twitter.com/bletayf">Tweets by Bernardo Letayf</a> <script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script>

9 + 5 =

How not to gamify a classroom – Explained

How not to gamify a classroom – Explained

How not to gamify a classroom

First 10 tips on what NOT to do. It's a long journey, you might need some help.
Before anything, here are all the slides. I’ll try to explain one by one as a lot of people have told me they need the video and/or context to understand them =P
<iframe src="https://www.slideshare.net/BernardoLetayf/slideshelf" width="760px" height="570px" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:none;" allowfullscreen webkitallowfullscreen mozallowfullscreen></iframe>
If you want to see the video, please click here

Slide 19

Before you move forward: Make sure you understand what RAMP is. That is your compass and it will be the best guide for any decision you make in the future. That is what Slide 19 refers to.

Slide 20

Active cancels are when you are choosing a game-mechanic that ACTIVELY cancels one of the four RAMP elements. You choose to negate autonomy in the classroom, for example.

Passive omissions (left outs) are when you aren’t using them all and forget to include one of the elements. Really easy to forget about RELATEDNESS in the classroom since it’s all designed to negate it.

Slide 21

Rewarding with grades is the first mistake I made. A grade is NOT one thing players should care for. They should be in the class for the learning.

Every class is different, every player is different, so we should reward them differently.

Slide 22

One of the best things you’ll ever do. You need to become an NPC (non-player character) for the players. You are recognized as one who know the way but don’t have the answers to the questions players MUST be asking themselves.

Ever heard of “No one likes a know-it-all”. It applies perfectly to a traditional class and teacher. You are the lore keeper.

Slide 23

Learning only happens when you get a question answered.

Slide 24

Content must be out there for players to find it. Don’t expect them to be active if you are keeping it all for yourself. Lose control already. Thinking that as a teacher you can control the rhythm of players’ learning is how you kill creativity. Let them BE curious. You can always add more content to anything and THAT should be a happy problem.

Slide 25

Players stay together! This concept goes both ways. For those who are willing to do EVERY quest and for those who won’t do any.

If you balance your system correctly, you’ll make sure RELATEDNESS becomes the glue that put players in the same ship. Some may be at the front of it and some in the back but, still, on the same journey and all working together.

Slide 26

Reward players the right way. SAPS comes in handy. Ask @Gabe Zichermann about it or read it here.

Rewarding with grades, is the worst, however, having players that only care for the rewards is the absolute worst. They should be in your class for the learning, the growth. Rewards WILL be there but, they MUST be extra. Make the class experience so rewarding they forget about those candies in the end. Grades will turn out perfect, I guarantee that.

Slide 27

For those who would like to use a Virtual Currency, you need to know this:

Make your players WASTE money. Teach them the value of their effort the hard way. Offer really stupid rewards after a couple of valuable expenses have been bought. Then, right when they feel that earning money is easy, make it harder to get. Not too much, just enough so they learn the lesson.

Use Core Drive 6 Scarcity and Impatience.

Slide 28

Defeat your fears by facing them. Make your players fail so much they won’t think it’s a bad thing anymore. The fear of failure is the reason there are so few entrepreneurs out there.

Let them try a challenge that is a bit too high for their current level without worry. They must learn on every attempt WHY they weren’t able to overcome it and THAT is the idea.

Slide 29

Failure isn’t a bad thing. It’s the best teacher.

It’s not that we aim too high and fail but the opposite. We aim to low and succeed – Michelangelo

Slide 30

This is the reason the #education system is broken. One of our most powerful tools in #gamification is #narrative. An easy way to hold this together is with a theme. That way you’ll connect all content together. Remember this can be the best reward of the class, ironically, even content is the most boring part, it is the most important.

Slide 31

The content is KING.

Design, colors, production level, magic powder. All means nothing if the content isn’t relevant to your players.

Slide 32

My favorite technique.

Treat your players as professionals. They will behave professionally.

Treat them like Pros. Level 1 Pros.

Slide 33

The most important slide on my keynote. This is the reason we are gamifying a class. In life, we can grow all the way to infinity. Why will a school, the industry of “releasing student potential” would limit the players?

Allow ALWAYS place to grow. Make players pull each other to greater heights. Remember the principles of the collective journey.

No one wakes up wanting to learn LESS than the day before. No one wants to feel stupid. Everyone wants to become better. The difference is HOW much better you want to be today than that you of yesterday.

Bernardo Letayf

Bernardo Letayf

M.B.O. (Mind Behind the Operation)

6th position in the Gamification Gurus Power 100!

Gamification Keynote SpeakerĀ & the mind behind the operation @bluerabbit, a gamification platform for education.

Developed three frameworks to teach/learn how to create gamification systems and build gamified content

Declared a world wide war on grades.

<a class="twitter-timeline" data-height="400" href="https://twitter.com/bletayf">Tweets by Bernardo Letayf</a> <script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script>

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