Is Quest-Based Gamification the Future of Education?
Richard Newman at Rezzly thinks the future is now
A lot of people are looking for alternatives to the industrial-style learning so ingrained in American education, with desks in neat rows facing the board and rote memorization of multiplication tables. Richard Newman is one of those people, and his approach incorporates individual, self-driven learning through gamification.
Richard is a veteran of the tech industry currently serving as CEO of Rezzly Education Technologies, headquartered in Boise, Idaho. The premise behind the Rezzly way of learning is quest-based learning. While you hear a lot of talk in the gamification world about badges and points, Rezzly takes a much deeper and more holistic approach. They want students to choose how they learn tasks, and for them to gain a much deeper knowledge of subjects by immersion, which includes failing and trying again.
The Rezzly way also encourages discarding traditional grade books. As Richard puts it in this interview, “When you talk about grading students, you talk about what would be a perfect score, and then you subtract from it for the things they get wrong. When you’re walking through mastery learning, it’s just the opposite. You’re really adding as you build up your capabilities to get to the point where you’ve demonstrated what it was that you set out to learn.”
Rezzly is catching on, online communities are forming, and students and teachers alike are posting videos online of their experiences. Maybe gamification really is the future of education.
About Richard Newman:
Richard Newman has been the CEO of Rezzly Education Technologies since April, 2017. Prior to that, he spent 18 months as CTO at GoGo Labs, a technology spin-out from Boise State University, where he served as investor, engineer, and management partner.
Richard holds a bachelor’s degree in computer science from Boise State University and a master’s of business administration from the University of Washington. His strengths include strategic planning, software engineering, and business development.
- Education Week – How to Engage Any Student Via Gamification
- Silicon Republic – Can gamification solve the STEM talent gap?
- edCircuit – No More Hand-Me-Down Tech: Developing K-8 Learning Interfaces for Schools