Let’s play letters.

My wife was just talking to my daughter Hana. She casually said “Let’s go to the fridge and play ‘letters'”. We bought those magnetic letters that you put on the fridge to write whatever you’d like… Not too much of a story there but the meaning behind those words is the motto of BLUERABBIT.

For the past years I’ve been saying at the end of every talk a phrase I used to tell my dad when I was eight.

Life is a game. The thing is that when we grow up we get to play for real.

So imagine you approach your next writing assignment as “Let’s play letters” instead of “I must write a 5000 words article”

I think we can approach life like this. All of us, like a one and a half year old learning such a complex thing as the alphabet by “playing letters”

 

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 Speaker & 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>

13 + 3 =

The #gamification powerhouse – Part 2

The #gamification powerhouse – Part 2

The #gamification powerhouse - Part 2

The dream team continues

Continuing from this post… so many to mention but I will pull this off.

Toby Beresford taught me many things in one night. What we are doing MATTERS. Not that I didn’t believe in it, but he showed us numbers that show the size of the impact we are achieving. He can easily steer the world of social media with so much expertise we all have lots to learn.

Melinda Jacobs kicked my ass in inspiration talks. She put my brain back in place with one phrase on the last day which I’m grateful for, but her straight-forwardness is something we all need to learn to have when facing clients. Don’t let your guard down, and keep fighting no matter what comes forth. Believe in it with all your might. At least that’s how it sounds in my head.

Andrzej Marczewski has to be one of the experts with most experience in the industry, plus he knows Dave, another expert with even a book published, whose stories made us all cry tears of laughter but, overall, learn from our own mistakes and failures and keep moving forward even if we can’t design a game and save the world. He can definitely design #gamification systems with ease and simplicity.

Michael Wu should teach us how to keep track of the #gamification data and how to analyze it. He is truly an expert at putting everything into numbers, just like most stakeholders like it. His formula on the linear increment progression for accurate (near optimal) level design will solve the system-design side of the problem instantly.

Roberto Alvarez most definitely should keep track of all of us making sure we answer to what the community wants to know. His Podcast Professor Game is helping all of us learn who is doing what and how each of us are impacting the industry. Still a long way to go, he only has interviewed the top 10 gamification experts already.

This list should continue as I meet more experts. If I didn’t mention you, don’t worry, I’ll keep posting on this subject. You keep doing what you are doing.

 

Bernardo Letayf

Bernardo Letayf

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

6th position in the Gamification Gurus Power 100!

Gamification Keynote Speaker & 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>

4 + 4 =

The #gamification powerhouse – Part 2

The #gamification powerhouse – Part 1

The #gamification powerhouse - Part 1

Something like the dream team but made of experts from the industry

Always after such a huge event filled with all experts from around the world, keeping the momentum of such a trend as #gamification, #engagement can’t be one of those things missing.

This post is dedicated to all those I met, I know and I want to be working with. I believe, the one thing we are missing as #gamification experts is to truly gamify the conference.

So here is my idea on what we can all offer using our #gamification superpowers.

Michiel Van Eunen should be making ANY and EVERY icebreaker event on the planet. An escape room brings people together in ways most won’t expect. Oh, and the level of production he invested was amazing. I do think everyone MUST learn from him how a great strategy isn’t about the budget.

Marigo Raftopoulus must be selecting the projects. She made VERY clear what we all must be focusing on and how powerful #gamification is. We really need to pay attention and try to use this for the good of the planet and humankind. Quoting Ben Parker: With great power, comes great responsibility.

An Coppens should be leading a team on systematic failure supervision and prevention. She is one of the few people who has seen far enough to run THREE levels of her own framework to deploy #gamification solutions and one of the people with most experience with bad clients in the industry. Her skills are unprecedented and her perseverance a huge example for us to follow.

Sylvester Arnab IS in charge of raising funds. He is without a doubt someone who inspire me to keep going. He is making a difference for the industry in the numbers impacting world-wide solutions with his hybrid thinking. Be Co-everything. He always teaches me we can accomplish a lot more and there is a lot of people willing to help.

Pete Jenkins and Vasilis Gkogkidis should stay running the Gamification Federation and we should all join. They were the most amazing hosts proving their social connection skills are what the world and the industry needs to follow a great cause. They managed to pull the conference with success in only 2 months notice and 2 weeks of preparation. They @#%$ rock.

Keep reading here… still many more to thank.

Bernardo Letayf

Bernardo Letayf

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

6th position in the Gamification Gurus Power 100!

Gamification Keynote Speaker & 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>

6 + 15 =

How not to gamify a classroom – Explained

How NOT to gamify a classroom

How NOT to gamify a classroom

A keynote with some tips that will help teachers add #gamification to their classes with less mistakes

Applying #gamification to a class will always be a good challenge. It doesn’t matter how good a Dungeon Master you are, you will always find it more challenging that you accounted for.

I hope that this 10 tips on how NOT to gamify a classroom will help teachers out there to simplify the task a bit, know some insights from the battlefield and will successfully reach a gamified system faster than I had to.

This keynote was presented during Gamification Europe in November 28th-29th 2017 in Brighton U.K.

Slides can be seen here 🙂

Bernardo Letayf

Bernardo Letayf

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

6th position in the Gamification Gurus Power 100!

Gamification Keynote Speaker & 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>

8 + 6 =

Learning from games – Diablo III

Learning from games – Diablo III

Diablo III

Learning from games

 

The core idea of gamification is take from games the best concepts and use them in real-life/non-game contexts.

Learning from games is the best thing we can do as experts, as we cannot hope to reveal all the secrets on EVERY single game or think we can possibly build one super game that covers everything, we must take a good look into others and constantly analyze them and take the best ideas from them.

I’vee been playing Diablo III for a while and it is fantastic. I believe that the part that caught my attention the most is the balance of the system.

Despite what many will mention in forums and several discussions around, the game is incredibly well balanced. Now, this is NOT a game review so let’s first get started there: What do I mean with balance?

Balancing game systems is not about a great story vs graphics vs gameplay.

It refers specifically on how well every type of character in the game can perform. Meaning that it doesn’t matter if you are a wizard or a barbarian, both type of players must be EQUAL.

This is one of the core components in gamification success. A balanced system will let all players feel they are treated fairly while the other hand might have them feel the system is against them.

So, how does Diablo III balances all player classes?

It’s actually complex in a mathematical way but incredibly simple from a game designer point of view.

The key lies within the stats of the player. There are SO MANY stats that it becomes absurd trying to learn each of them by heart knowing how much damage your wizard can make against undead which will change completely right after you pick up that brand new wand.

Having MANY stats allow the mathematical balancing of the players be a lot easier because you have room for all player types to perform and experiment with different abilities.

Here’s a quick example:

Characters have 4 basic attributes: Strength (STR), Dexterity(DEX), Intelligence (INT) and Vitality (VIT). The easy way is to create 4 classes that depend primarily on each attribute: Barbarian, Demon Hunter, Wizard and Crusader. You realte each of them with an attribute and you get certain balance. Think of it as rock, paper scissors.

STR > DEX > INT > VIT > STR

That way you have a Barbarian beating a Demon Hunter beating a Wizard beating a Crusader beating a Barbarian loop.

Now, as you can see, mathematically it will be complex when you get to 9,803 DEX points, however, understanding that DEX beats INT, all you need to do is a simple equation:

IF (DEX ATTACK > INT DEFENSE) { Damage Wizard = DEX ATTACK – INT DEFENSE }

It may seem a bit to “cody” for some, but it really is a simple question followed by basic math.

Now, how does all this round up against a gamified system.

In #gamification you will be dealing with many personalities. In Diablo you think of them as Character Classes. In your office or classroom they’ll manifest in very different ways.

Since you can’t measure emotion or learning, you need to build up standard abilities of your players based on their preference and styles. Close the system down to 4 types (usually the most accepted amount in EVERY brain study ever) and make sure that there is the same type of loop.

Reward growth of each ability based on what challenge the player faces: The four types are BLUE, RED, GREEN and YELLOW. If you finish a RED mission, you get BLUE points, you finish a GREEN one, you get RED points. Based on the same principles as before: BLUE > RED > GREEN > YELLOW > BLUE. That way, people will be free to choose their own style and then GROW and PROGRESS based on such style.

Hope I’m not too overboard with explanations here… Hope you like it.

#Gamification IS about analyzing games and making great systems. If you can play ANY game and figure out the mechanics they use and how to take advantage of the rules, you are already a #gamifier.

The core idea of gamification is take from games the best concepts and use them in real-life/non-game contexts.

Learning from games is the best thing we can do as experts, as we cannot hope to reveal all the secrets on EVERY single game or think we can possibly build one super game that covers everything, we must take a good look into others and constantly analyze them and take the best ideas from them.

I'vee been playing Diablo III for a while and it is fantastic. I believe that the part that caught my attention the most is the balance of the system.

Despite what many will mention in forums and several discussions around, the game is incredibly well balanced. Now, this is NOT a game review so let's first get started there: What do I mean with balance?

Balancing game systems is not about a great story vs graphics vs gameplay.

It refers specifically on how well every type of character in the game can perform. Meaning that it doesn't matter if you are a wizard or a barbarian, both type of players must be EQUAL.

This is one of the core components in gamification success. A balanced system will let all players feel they are treated fairly while the other hand might have them feel the system is against them.

So, how does Diablo III balances all player classes?

It's actually complex in a mathematical way but incredibly simple from a game designer point of view.

The key lies within the stats of the player. There are SO MANY stats that it becomes absurd trying to learn each of them by heart knowing how much damage your wizard can make against undead which will change completely right after you pick up that brand new wand.

Having MANY stats allow the mathematical balancing of the players be a lot easier because you have room for all player types to perform and experiment with different abilities.

Here's a quick example:

Characters have 4 basic attributes: Strength (STR), Dexterity(DEX), Intelligence (INT) and Vitality (VIT). The easy way is to create 4 classes that depend primarily on each attribute: Barbarian, Demon Hunter, Wizard and Crusader. You realte each of them with an attribute and you get certain balance. Think of it as rock, paper scissors.

STR > DEX > INT > VIT > STR

That way you have a Barbarian beating a Demon Hunter beating a Wizard beating a Crusader beating a Barbarian loop.

Now, as you can see, mathematically it will be complex when you get to 9,803 DEX points, however, understanding that DEX beats INT, all you need to do is a simple equation:

IF (DEX ATTACK > INT DEFENSE) { Damage Wizard = DEX ATTACK - INT DEFENSE }

It may seem a bit to "cody" for some, but it really is a simple question followed by basic math.

Now, how does all this round up against a gamified system.

In #gamification you will be dealing with many personalities. In Diablo you think of them as Character Classes. In your office or classroom they'll manifest in very different ways.

Since you can't measure emotion or learning, you need to build up standard abilities of your players based on their preference and styles. Close the system down to 4 types (usually the most accepted amount in EVERY brain study ever) and make sure that there is the same type of loop.

Reward growth of each ability based on what challenge the player faces: The four types are BLUE, RED, GREEN and YELLOW. If you finish a RED mission, you get BLUE points, you finish a GREEN one, you get RED points. Based on the same principles as before: BLUE > RED > GREEN > YELLOW > BLUE. That way, people will be free to choose their own style and then GROW and PROGRESS based on such style.

Hope I'm not too overboard with explanations here... Hope you like it.

#Gamification IS about analyzing games and making great systems. If you can play ANY game and figure out the mechanics they use and how to take advantage of the rules, you are already a #gamifier.

Bernardo Letayf

Bernardo Letayf

M.B.O.

Top 15th position in the Gamification Gurus Power 100!

Gamification Keynote Speaker & 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>

12 + 9 =