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.
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.
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
Setting up things with investor
Fixing bugs in BLUErabbit
Preparing keynote for Gamification Europe Masterclass
Updating all cards fot he Game Master Framework for G.E.M.C.
Translating such cards to spanish
Updating all icons and software to match current design
Talking to lawyers about brand
Setting up new bank accounts
Run around with hands in the air not knowing where to start fixing more bugs in the BLUErabbit
Getting hired to gamify ForoVidanta (upcoming post!)
Update BLUErabbit to make sure it can track social media for FORO VIDANTA
Update Gamification Europe Master Class again to match new discoveries
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)
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!)
Oh yeah… this is just May… one month in… And another item in the list is: UPDATE BLUErabbit Database to match the new settings
Start designing EDUBADGES again since the client started requiring new features
Start designing HDI system for MOUDUS
Start analyzing all data from FORO VIDANTA
Rehearse Keynote for Gamification Europe
Finish Data analysis for FORO VIDANTA and send to client
Get Paid! (YAAAY!!)
Keep working on Edubadges
Keep working on Moudus
Forget for a while about the Ramp Compass System I want to publish
Stick to the fight. Times get hard as hired developer stops working and stops answering phone…Ā
Start new DB update with BLUErabbit as new needs come up.
Find a new developer in the meantime
Keep working on the other projects
Fix even more bugs that appear in BLUErabbit
Start focusing in BLUErabbit as a sponsor for GAMICON in October
Get interviewed by Monica CornettiĀ
Fly to Europe. Gamification Europe Master Class is ready to go.
We are mid way in to June here… and Wedding in Switzerland
Fly to London for Master Class
Teach my Master Class (Top 10 experiences in lifetime!)
Take Escape room Master Class wiht Michiel Van Eunen
Demo BLUErabbit to a participant
Go to Stonehenge and Greenwich
Fly to Mexico and keep updating BLUErabbit as search for developer fades into darkness
Print material for surprise workshop
Deliver first version of HDI
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!! š
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…
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.
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
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.
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.
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.
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