Do you recall the days we played outside like no man's business? I distinctly remember playing hopscotch, saakli, hide and seek, card games, and so on. We eagerly waited for school to end and rushed to the grounds, where our friends would be waiting. On reflection, I now realize the impact it had on my personality over time. It made me a social person and a team player and gave me the courage to lose over and over again but never give up.
Source: https://media.wired.com/photos/5b4448e6440082328b06d0a3/16:9/w_2400,h_1350,c_limit/HopscotchTA-646407340.jpg
Today, with the prevalence of technology in our lives, physical games have become less important. However, how can we integrate gaming into our classrooms to instill the ideal combination of knowledge, attitude, and values in our students?
Well, gamification is the answer. Gamification in education incorporates game design elements such as point scoring, peer competition, teamwork, and scoreboards in classroom environments to increase students' engagement and motivation. For example, if you are teaching addition to primary students, the teacher uses a physical deck of cards and has students randomly select any three cards in a row to add up to 10. She supports learning by having students log on to a virtual gaming platform, where they play with a deck of cards to create sets of ten, and, upon completion of the activity, they are rewarded with stars or applause.
If you wonder why gamification is in classrooms, then gamification is learning with fun and increases engagement among the students, as all children naturally love to play. It allows students to play at their own level, thus avoiding judgment and criticism, and it builds confidence within the student. It allows students to move to higher levels on completion of lower levels and thus supports scaffolding and deepens understanding of the concept.
Source: https://i.pinimg.com/originals/c6/bb/12/c6bb124f3221495fefaa0aeb53714065.png
When students' will and skill are enhanced, learning outcomes surpass the learning objectives, leading to a more profound and lasting understanding of the material. When a classroom teaching-learning environment uses hands-on learning, whether physical or virtual, the learning will be lifelong. Moreover, students connect concepts to daily life situations. Ex: We still remember playing Queen of Sheba to date; a simple game used to create varied groups of say 3 or 5 people in a class of 40 students can help students understand the concept of division and the relationship between dividends, divisors, quotients, and remainders.
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Playing is actually a key to learning. It helps to transform the dull dry classroom into an enjoyable experience.
ReplyDeleteSchools it's not essential to implement compulsorily.
ReplyDeleteChinese version and Australian are running in India.
If developed by India only would be grateful for students into B2C industry.
For Schools it's not essential to implement compulsorily.
ReplyDeleteChinese version are running in India.
If developed by Indian companies would be grateful for students into B2C industry.