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Gamification of learning makes early education more productive

Are Indian systems ready to transform the teaching methods?

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E-learning is refurbishing early education in India, and the process accelerated in 2020 as an aftermath of the COVID-induced lockdown.

The most significant transformation is that the student need not be physically present in school. This has given the push to utilize supplemental learning tools with emerging technologies. The benefits of online apps and portals are appreciated by parents and teachers, as reported by a nationwide survey.

The system now is steps ahead, grooming early learners, tapping into their psychological wellbeing and emotional intelligence. With the advent of gamification, we see more ways to scale their potential and various intelligence.

Gamified learning tools serve a bigger purpose in the education sector. Integrating traditional concepts with video games is on the threshold of becoming a game-changer. Are you ready to adopt additional learning tools and cover gaps in the system? If not, there are enough reasons to change your mindset.


Lessons through gamification

In India, literacy programs involve children and adults. Making it fun is the only way to motivate them to learn. Designing games is a serious business if it has to improve the outcome of teaching methods. For example, app-based games change the very perception of learning. In fact, even teachers are learning how to coach, as it is a new experience for them. Games can help learners recall better. With the combination of technology and smart devices, young minds develop better.


With gamification,

1. There are better conversations as learning progresses faster. 2. Emotional engagement improves between parents and kids as well as between teachers and kids.

3. The trust gap is reduced, as kids feel responsible while studying through games. In the traditional form, the games were ‘stand-alone’, and children struggled to get past the initial curiosity. Hence, boredom came quickly. The breath-taking combination of technology and visual media increases the attention span and creates deep impressions on young minds.

4. Gamification teaches many new skills to kids at an early age. It imparts a zillion tiny crumbs of information that are otherwise unavailable to them.


Even though digital games may seem challenging at first, children adapt faster. With the use of additional tools, there are only winners, no losers. Some win more, some win lesser, but all of them succeed.

New technologies such as Artificial Intelligence (AI), Augmented Reality (AR), Virtual Reality (VR), and Machine Learning (ML) are reinventing the world of communication, gaming, and learning. Analytics-driven insights help the game developers evolve faster and provide more personalized experiences to the users.


Rise of Edtech services for teachers and students

The questions that arise vary - Do supplemental learning tools cover up gaps? Can edtech services bridge the gaps and make the process effortless for instructors and students?

Now it is more necessary for teachers to build trustworthy relationships with students before interacting with them online. The gaps are reduced with time to create impactful impressions. Since 2020, new learning tools have emerged for teachers and students. For example, teachers have access to tools that help them to plan online lessons. They can prepare interactive games and activities that students can access from their mobile and desktop devices.

As for the students, the additional tools assist them in answering questions at their pace. With gameplay and quiz formats, completing homework or attempting test questions is smoother. They receive feedback from teachers for improvisation. Today supplemental tools ensure games and activities that the teachers provide are not dull. There is ample space for fun and learning at the same time. Web-based links and accessing course material from the cloud makes the whole process easier and more interactive. The future now lies with creating field trips with virtual reality, which should not be far. It would be an exciting journey for the children.


Is the Indian market prepared for Edtech services?

The Indian educational market has to be ready for this disruption. There are several pockets across the sub-continent, which have strong educational hubs. During the lockdown, the learning process has been catapulted as students continue to study online. In several schools, learning tools keep the classes going, usually for the teachers and students. There has been less preparedness, but with several startups and entrepreneurs taking the challenge to devise new tools, it greatly supports edtech services.


Integration of gamification

New methods of games and various mechanics should be integrated into studies to keep the curiosity alive. It is critical to introduce them to early learners. It adds to the sense of loyalty and competition during an online group session. It can grade the student, and such a system will be acceptable to parents. The integration has to be rewarding for each session as students can score and acquire skills. Instructional videos can be presented where children get badges of honor and points to motivate them to continue learning.


Startups facilitate disruptions in the education sector

Creating new supplemental learning tools rests with entrepreneurs who understand the gaps and can develop solutions to keep stakeholders engaged, motivated, and safe in the virtual space. They work on remote and hybrid models to help educational institutions switch to distant teaching methods.

As the new academic year begins, technology is becoming an integral part of online classes. Entrepreneurs have to meet two big challenges of “keeping students engaged” and active participation with the new games and apps to facilitate remote study. Imagine how cool it will be to learn math through computers and videos? It will accelerate the grade level rather than when examined by tests or by a rote method. Giving homework via gamification keeps learners connected to online classes.

On one level, games cannot replace the pedagogy but serve the essential purpose of overall learning. Let the games begin.

Disclaimer: The views expressed in the article above are those of the authors' and do not necessarily represent or reflect the views of this publishing house


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