Earning Takes Place As Players Are Learning

A unique aspect of the RedCat Multiverse is the opportunity for participants to earn digital tokens, NFTs and other visible symbols of success as they work through missions and quests within the RedCat Multiverse.
A study called “Gamification and Learning Performance: A Systematic Review of the Literature” examined 23 studies of gamification and found that “the analysis of these articles showed how gamification could be linked to a direct increase in learning performance of students.” (7) The study indicated that when conducted with the inclusion of certain elements, learning performance is increased. The key is to include the right gamified elements to drive the right outcomes. It is also the approach of the RedCat Multiverse.
A key gamification element is earning visible, tangible rewards for efforts. The act of earning tokens, NFTs, and other rewards while learning provides an extrinsic motivational element to the learning progress. Simultaneously, the act of learning and bettering oneself is typically tied to intrinsic motivation. RedCat Multiverse’s PLE model combines both intrinsic and extrinsic rewards to generate a strong motivational drive in participants throughout the learning experience.
Allowing learners to earn digital tokens is an effective technique for providing learners with a visible path toward mastery and for providing incentives for learning specific Power Skills.
Digital tokens can also be used for capturing learning paths. This means that the tokens can be used for recognizing skills and competencies developed along the way to a larger achievement such as an eventual certification. Digital tokens can also be used to signal achievement or accomplishment and to convey learning results to others and to the learners themselves.
Digital tokens can be used to help individuals understand their own skillset and the desired skill progression or career path endorsed, preferred or required by the employer. Digital tokens provide a look at achievements from a data-driven perspective. They help to mark progress and provide a roadmap toward achievements that are desirable to the learner.
In turn, those tokens can then be redeemed for other elements of value within RedCat Multiverse such as valuable NFTs, unlocking special content, and even providing access to high-level professionals within the RedCat Multiverse learning ecosystem.
This process of playing within RedCat Multiverse and then subsequently learning the desired Power Skills and, as a result, being able to earn digital tokens and redeem them for fiat currency means the folks within the RedCat Multiverse will be traversing through a Play, Learn and Earn (PLE) model. The key will be the learning because the participants will not be able to earn the maximum number of tokens possible unless they undertake an active approach to learning.
The RedCat Multiverse’s PLE model is designed to provide the intrinsic benefit of learning with the extrinsic benefit of earning tokens that are eventually redeemable. This model is similar to traditional educational models except the payoff is sooner.
For example, when a young person goes to college, they will work for four years to earn a degree. During the degree earning time, the act of earning the degree does not result in the earning of any income. In fact, students are often paying high sums to earn the degree. The hope is that the degree, once earned, will then allow them to earn actual currency. The students are investing time and effort in an environment with a long potential, but uncertain, payoff. There are few, if any, rewards as they travel through the process. The only reward comes at the end of the process through the eventual landing of a job. The students might be intrinsically motivated to learn for the “joy of learning,” but they aren’t receiving an immediate extrinsic reward. They must wait until the intrinsic rewards are done and then seek the job.
With RedCat Multiverse, the participant is earning as they are learning. In this case, the learner is receiving extrinsic rewards as they travel through the learning process. They do not have to wait until the process is over, rather, the process itself yields rewards.
The value of this process is that the learners will be more motivated because of the continual reinforcement of their learning and the immediate and tangible link between participating in the learning process and the receiving of an actual reward in the form of tokens.