With the changing times, the way students learn has changed. Gone are the days when teachers and the parents focused on rote learning. The upcoming generation and India’s New Education Policy, 2020 is focused on the “Gamification of Education”.
Gamification of Education means digitizing the learning process by introducing games and activities that make the content into an activity instead of a strenuous task. Albert Einstein himself once said that the most critical ways of investigating children’s learning. Introducing games into children’s learning process can be proven effective in the long run. It enhances their creativity, evaluation and analytical skills along with being able to adjust with new knowledge and applying it.
Gamification In Education
In the past couple of years, games have turned into a new way of learning. Games are being more focused on solving a problem with various tools and players. Many games even promote cooperation, teamwork and healthy competition. Along with a rich narrative to focus on, it promotes creativity in the way the players solve the problems.
In the field of education, introducing games as a medium of learning is still a pretty new concept. Until now both schools and parents have shown scepticism towards gamification of education. They feel that this might instead hamper their learning process and make them addicted to games. However, this has proven to be more effective than rote learning. It functions on the elements of feedback, rewards, team cooperation, strategic thinking, creative analysis and learning. Some games even offer hit and trial method to ensure that the players keep trying further encouraging the never-give-up attitude in children from a young age.
We do have some points that prove that Gamification in Education is essential and useful:
Students Talk More
The introduction of games in education is not only restricted to the student’s interaction with the digital and the gaming world. But also the way they talk to each other. Some of the healthy games that promote activity-based learning studied students and the way they interact. Studies show that after spending time on the learning-based-game, they tend to spend at least an hour talking to each other about it. And in most cases, they waited eagerly for the next quest to begin. This promotes healthy competition amongst students and a stronger will to learn and understand more. In some cases, students also showed a willingness to help each other.
Academic Objectives
It gives the students a purpose to go home and get to learning. When they know that what they are learning is interactive and fun, it is noted that the children tend to do more of it which is the complete opposite of rote learning and traditional methods of teaching. This concept has also been encouraged in our New Education Policy, 2020. It has highlighted the concept of interactivity, feedback and better digital experience against rote learning.
Problem Solving Skills
The learning games encourage students to solve problems, and every time they do, they get a reward. The idea of being appreciated after a strenuous task helps the students feel confident about their skills and abilities. Activities like these which promote reward-based system help in enhancing children’s observational skills, decision making and driving to conclusions.
Healthy Competition
While the idea of competition can be toxic, students tend to take it differently. With each quest levelling up one after the other, it helps to increase interaction amongst the students. And at times, help each other as well.
Customization
It is a known fact that each student is different. But so far, we have seen that students with different capabilities have not been adequately accommodated within the traditional educational structure. The way every student learns and understands things are different. However, with the gamification of education, it can be solved. Games are based on the way each student interacts with it. While it can be further customized as per the student’s needs and understanding, teachers can also assess student’s progress and shortcomings within the game.
Conclusion
At the end of the day, the students must receive the right games. The way games are placed and the challenges they offer encourage healthy development amongst the students. It is essential to realize that the customization of games as important as the student’s interaction and learning. As practical as it is for the students, it will also unburden the teachers. This can be made possible with the right UX\UI Designers that can customize the game as per student’s needs.
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