Gamification in Education

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Looking to engage your students with Gamification?

We are living in the age of technological breakthroughs which is transforming all aspects of our lives; be it – healthcare, banking, entertainment, shopping, or education.

It is imperative for schools, educators, instructors, and academic institutions to incorporate technology in education to provide meaningful learning experiences to 21st century learners.

What is Gamification in Education?

Gamification in education means using game principles like points, badges, and rewards to motivate students to develop their skills by completing series of activities/tasks before advancing to the next level.

Gamification incentivizes learning through competitions to reach a goal. It makes the teaching methodology more relevant for students, provides a fun learning environment, engages them, improves their learning outcomes, and inspires lifelong learning. 

Gamification and NEP 2020

The New Education Policy (NEP) 2020 marks a fundamental shift in teaching-learning processes. It emphasises on replacing rote learning with innovative and experiential methods, such as gamification and apps that deliver quality education.

Importance of Gamification in Education 

MindBox is a creative & tech education program that incorporates skill-based learning and research-based multidisciplinary curriculum. The teaching methodology is in line with NEP 2020 that deploys design thinking & coding curriculum and project-based learning to develop a solution mindset among students in a fun & engaging environment. With 50+ partner schools across India, it empowers students with digital skills through its School Programs.

MindBox ICT 2.0 Program - the next generation of ICT curriculum - is based on the guidelines of Curricula for ICT in Education. It aims to equip both - students & teachers with tech skills through train-the-teacher program, integrated design and advanced tech curriculum, STEAM – project-based learning methodology, skill development framework, grade-wise reference textbook, periodic assessments, gamification and LMS for students and teachers for synchronous & asynchronous learning. By empowering students with tech skills at an early age, the program helps to prepare them for future job roles like AI & ML Specialists, Software & Applications Developers, Graphic Designers, Animators, Robotics Engineers, Data Analysts, and IOT Specialists.

What steps are you taking to implement Gamification in the classroom to develop key skills and improve student learning outcomes?

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