Gamification is the process of bringing gaming principles to non-game situations. Outside of gaming situations, in-game ideas such as gaining virtual currency, badges, or points for completing tasks can give a sense of achievement and progress to the user in a fun and engaging way.
Gamification is not the same as game-based learning, which includes things like learning how to solve issues by playing Minecraft or how to fly a plane using a flight simulator. Levels, points, badges, awards, quick feedback, time limitations, challenges, contests, avatars, leaderboards, and rankings are some of the components and dynamics that make up a gamified system. Students in schools have a variety of opportunities to hone their talents, including playing with their peers, competing academically, and receiving recognition from their teachers. With the increase in the use of technology in the classroom, the possibilities for gamified learning have grown. This is a pedagogical approach that has gained popularity in K-12 classrooms. Rewards are given out promptly in gamification, and they serve as an incentive for students. This collaborative approach helps them get intrigued about their study subjects and motivates them to work hard.
Students interact differently online, and digital platforms can facilitate better online experiences. With more and more students becoming digital natives, there is an enthusiasm to learn on the go, which places a great deal of value on the convenience of online learning. Therein lies the promise of gamification in learning: E-Learning needs to be not just convenient, but also engaging and effective. As it taps into innate human cravings for fun, competition and achievement, gamification might be the ticket. Brainly has been growing thanks to its gamification system for over a decade now, but the newly introduced game elements prove effective in keeping students even more engaged and make their experience fun while they are learning on the platform.
Ed-tech and online learning are mentioned as one of the key pillars of education in India in the policies around the digital India programme. The New Education Policy (NEP) 2020 marks a fundamental shift in teaching-learning processes. It advocates replacing rote learning with innovative and experiential methods, such as gamification and apps that can deliver high-quality education. With that, the policy further foresees the establishment of the National Educational Technology Forum (“NETF”), which shall operate as a platform for the free exchange of ideas on the use of technology to enhance learning, assessment, planning, and administration of schools and higher education. Prime Minister Shri. Narendra Modi, in his latest pariksha pe charcha held on 1st April 22, emphasized – Online can augment your offline learning. The Honorable Prime Minister said, “Students can use the “online” medium to gain knowledge and execute it offline.”
With technological intervention and rapid growth in India’s EdTech industry, numerous platforms are creating innovative and exciting online learning techniques to stand out from the crowd. The Indian education sector is now incorporating technological advancements such as online learning, virtual reality, augmented reality, etc. The world has changed dramatically in recent years, and the pandemic has severely altered the educational system. Technological improvements in education are laying the groundwork for a strong educational foundation. Students are required to enhance their abilities and information in ways that will help them to retain it, and online learning is increasingly recognised as one of the main modes of learning. Gamification implemented in online learning platforms has the potential to alter education in India. Learning platforms make information easily available to students and help them upskill. Distance learning is increasingly seen as the new method to learn, with students required to improve their skills and information in ways that would enable them to retain it. Gamification is a real game-changer and is now changing the way students are taught in India.
Benefits Of Gamification in Education
Makes learning fun – Social interaction between kids has decreased and kids have become socially awkward. Gamification encompasses both social interaction and learning Gamification is not meant to transform education into a game, but it does tap into the psychology that motivates students to engage. The advantages can be both enjoyable and inspiring.
Increases attention span – Students attention span is decreasing and it is difficult for educators to hold their attention for 40 minutes in a class. For some students, traditional learning methods can be tedious. Gamification makes learning a lot more fascinating. It keeps the learner occupied by incentivizing him to study more. The game’s ‘leader board’ function helps pupils stay on track throughout the learning process.
Foster healthy competition – Our natural desire to play is piqued by games. Games may turn boring content into fun and engaging experiences, foster friendly competition among peers and make children feel proud of completing a subject after finishing a series of gamified challenges and activities.
Provides instant feedback – Learning progresses through educational games when students know the right answer to a question or scenario. Learning objectives can be met through gamification, which encourages students to strive for them and receive instant feedback as students play. As a result, EdTech tools and platforms are providing excellent educational opportunities for making a smooth transition from traditional schooling to online skill-based learning. A leaderboard or scoreboard provides additional feedback, allowing students to see how their results compare to those of their peers.
Badges are a great feature to boost motivation – Badges in gamified learning content can be as simple as virtual ribbons, stickers, or prizes that a student earns for the completion of modules or tasks within the topic. Badges give students a sense of completion as well as a sense of authority, as they are a tangible symbol of the student’s achievements. Phase One game elements such as achievements and badges encourage students to engage with the community and track personal progress, relative to their peers, helping to improve their knowledge base significantly, depending on the segment.
In a recent gamification test on Brainly, 128,000 students were awarded achievement badges like “Gratitude Attitude” and “Numbers Nerd.”. Brainly discovered that gamification resulted in 13% more completed answers per student in the Phase One testing group and that 82% of students felt inspired to continue learning. Gamification of education is an effective method for increasing student engagement, improving skills and optimizing learning.
Conclusion
India has over 25.38 crore students and a multilayered formal educational system. It is important that multiple learning processes and platforms be combined to provide India’s current formal education system with a competitive advantage. Rapid advances in technology and distance learning have made it possible to provide students with skill-based education that will benefit both the students and the country’s future. Gamification has come a long way in recent years, with various players employing the feature to make students’ experience more engaging, and it’s about time educators put it to work making learning more collaborative. As a result, EdTech tools and platforms are giving excellent opportunities to make a smooth transition from traditional schooling to online skill-based learning.
Completing tasks and collecting virtual “points,” learning academic abilities through educational games, and competing against peers on a scoreboard to attain a goal are all examples of gamification. Gamification, when applied appropriately, may be a game-changer (pun intended!) for kids. Game-based activities can boost student engagement, produce active learners, and reduce student stress when they foster intrinsic motivation.
Also read: Skill development through Edtech platforms
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