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WHAT IS GAMIFICATION?
Gamification is the idea of adding game-like elements into online learning or a blended mode of learning. Gamification in education helps learners to understand the concept in a better way, which directly impacts their performance and motivation level. there are many tools available for the LMS to improve the learner's motivation, engagement & performance. Adaptive Learning can be possible by online learning only and gamified tools helps a lot to achieve it. Adaptive learning helps to find out different categories of learners like Slow Learners & Fast Learners which helps to deliver the content as per the learner's requirement.
GAMIFICATION IN EDUCATION
The pandemic has caused complete
disruption in the teaching-learning methods of the education system.
Technological disruption has taken place in terms of creating digital content.
Also, for calculating the learner’s engagement in any Learning Management
system (LMS) new tools are developed with the help of Artificial Intelligence
(AI) and Machine Learning (ML) Algorithms. By using AI and ML tools we also can
identify slow and fast learners within the system. Competency-based learning
now can be implemented easily. Competency-based Assessment helps to understand
the capability of a learner in a more efficient way. Assessment becomes very
quick and real-time. Competency is not only mapped with assessment it can be
mapped on the different types of content like prerecorded video lectures,
e-Text, case studies, articles & notes all of which are part of digital
content. Synchronous learning and asynchronous s can be done using different
tools available on the LMS.
BENEFITS OF GAMIFICATION IN THE CLASSROOM
- Students feel like they have ownership over their learning.
- A more relaxed atmosphere in regards to failure, since learners can simply try again.
- More fun in the classroom.
- Learning becomes visible through progress indicators.
- Students may uncover an intrinsic motivation for learning.
- Students can explore different identities through different avatars or characters
- Students often are more comfortable in gaming environments, so are more proactive and open to making mistakes.
- Higher engagement and concentration levels among students.
- The opportunity to think outside of the box. Tasks are no longer just about filling in a worksheet – what are the wider, ‘gamified’ consequences?