Educators, Parents & Press

The Game: Nothing is as it seems Interactive Audiobook App is a Gamified way for teens to develop Emotional Intelligence and Intuition.

Why Use Gamification in Education?

Games have become a huge part of culture, the potential they have to transform students’ experiences in school grows.

By the time kids are 21, they’ve spent as much time playing video games (10,000 hours) as they’ve spent in school. Because of this, they’re more likely to respond to the use of games in other settings, like the classroom.

This is called gamification, or applying game principles to non-game situations. Gamification is more likely to be successful today because students are more willing to be active participants in its implementation. They naturally gravitate to the aesthetics of games and immediately understand and respect their mechanics and rules.

In the video below, Heather Noël, author and narrator of The Game and Divya Darling founder of Intrinsic Brilliance Institute discuss gamification and the benefits of The Game App for both teens and adults. (Divya has degrees in neuroscience, psychology, and cognitive sciences.)

Below, Brenne Brown talks with teachers about vulnerability and shame in the classroom, and says that developing empathy is the cure for shame. (A guided visualization called, “Unlocking Shame” shows up in the Inner World of The Game App, giving students actual tools for moving through shame and into empathy.)