The Gamified Classroom

Part III: The Importance of Motivation This is the third part of an ongoing series on the role of gamification in modern education by Andrew Proto. If you missed them, catch up with “Part I: the Unique Obstacles Teachers Face” and “Part II:Technology’s Role in a Gamified Classroom.” Even the best teachers won’t be able…

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PSFK’s The Future of Gaming

Gamification may be buzzing, but it hasn’t quite made the mainstream yet. In conversations outside the industry, it is still common to receive puzzled looks and even a few scoffs when “games” are mentioned in the same breath as business. Despite these holdouts, the future looks bright. “The Future of Gaming” is a recent report…

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Education, Games and TIES

Last week I had the unexpected pleasure of keynoting the TIES conference in Minneapolis. The invitation came at the last minute when their scheduled keynote (the incomparable Jane McGonigal) fell ill. Luckily, the organizers reached me in time so I could make it to Minnesota, and because I had done a recently featured TEDx talk…

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The Six Rules of Gamification

Since the dawn of the blockbuster gamification industry, I’ve been compiling, distilling and summarizing design patterns and systems. The objective has always been to help people across diverse industries such as marketing, healthcare, education, consumer tech, CPG and others find common entry points to this exciting new design approach. Over the course of the last…

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