Not just a trend: the inclusion of gamification in education

Esports has now become a billion-dollar industry that has advanced in a short period of time, thanks to its growing demand for its power to attract people. Moreover, the abundant exposure to digitization of almost every format is a way of life for millennia and General Z.

Recognizing the popularity of sports, especially among the still-young age group, the new-age education system has applied its potential as a powerful, engaging tool to educate and reach students at different stages. This process can increase the level of engagement of what students normally do while improving students’ specific skills and optimizing their learning. It proves to be a simple medium for creating an inclusive and welcoming learning environment and learning in a way that makes them happy. Educational institutions are cleverly incorporating gaming-based learning methods and sports into their curriculum, with the aim of making them more interested in learning without any extra burden / pressure on the students. The benefits of this learning process extend beyond the four walls of the classroom into the lives of the students.

Game-based components applied for score scoring, create a healthy competitive environment among fellow students, inculcate teamwork and leadership skills, score tables, learn new information, test their knowledge and much more, allowing students to be surrounded by an environment that helps. With their holistic development. But, of all its advantages, the best is that it is self-learning, giving anyone and everyone a chance to use it.

As co-founder and COO of Trinity Gaming, India’s top gaming talent management company, and myself a gaming lover, I keep a close eye on this new trend.

Here are some ways to apply gaming in education:

1. Inclusion of merit system for each academic and non-academic objective achieved:

The point system encourages students to upgrade their knowledge and build it up as best as possible, as is done during the offline assessment system. On the non-academic front, there may be a grading system for students who complete tasks on a regular basis or consistently excel.

2. Creating interesting challenges and obstacles to level up

This is a great promotional material as these challenges can be anything from academic to creativity or logistics.

3. Introduction to competitions

Challenging fellow students or students in other classes is a great way to motivate students. Through these challenges, teachers can join them, form teams, and enhance teacher-student relationships.

4. Performance appraisal

It is also important for students to do a reality check to better evaluate, identify problems and, with the help of their mentors, find solutions to them. This is also a good way to identify where their strengths lie. The personalized disintegration of one’s performance motivates them to work hard to achieve their goals.

5. Using different methods of ‘progression’

Students who successfully reach the milestone can ‘level up’ with rewards such as extra play time or some bonuses, or they may have the opportunity to be the perfect class for a computer session or month, and so on.

In particular, Indian parents and educational institutions are adapting to this change and adapting to this setup. Especially after a pandemic and school closures, it is really difficult for parents to keep a balance in their professional life by making sure that their children do not suffer. However, due to the widespread growth of digital classes and learning gamification, the process was much smoother.

This form makes students feel that they have authorship over their learning process; They are not dependent and give them a sense of accomplishment which boosts their confidence. They are learning in a more relaxed environment, and even if they fail, they can come back easily by trying again. In gaming environments students are often stress free and are not afraid to make mistakes; After all, they weren’t called to deal with any kind of controversy in the middle of the classroom. Instead, it allows them to reveal an inner motivation to learn more. This makes learning through different progress indicators more measurable. Learning definitely becomes more interesting, especially when they can explore different avatars or characters to study and play at the same time. The learning process is more than just filling out worksheets.

The power of eSports has grown not only in e-learning settings, but also in corporates, where gamification has been introduced to train their employees. It triggers powerful human emotions such as joy, curiosity, excitement, accomplishment and a sense of accomplishment. Given the proven positive results, many areas are pushing gamification to improve their appearance and create amazing results.

About the author

Author: Shivam Rao

Shivam Rao Shivam Rao, co-founder and COO of Trinity Gaming, India’s top gaming talent management company, and gaming fans themselves, keeps a close eye on this new trend.

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