Gamification: A Gen-X approach towards learning
“The designers of many good games have hit on profoundly good methods of getting people to learn and to enjoy learning.” -James Paul Gee
Technology in education has been a hot topic of discussion among school leaders. The major challenge is to use technology in a way that makes learning engaging and interactive. There is a need to design the correct blend of technology that helps students develop IT skills, moral values, and 21st century skills.
Gamification is an innovative idea to develop game-based aids for teaching and learning. These aids can be used for classroom teaching to enhance teacher-student collaboration.
Towards futuristic classrooms
G.A.M.E. is the new acronym for “Go Ahead for Meaningful Education.”
Learning becomes collaborative, fun, and more effective when learners play an active role in designing and developing the teaching-learning process. The flip classroom model with gamification may bring in a change to our education system and help us develop future-ready minds. Gamification has a positive impact on assessment too. Gamification of assessment increases problem-solving skills and creates an environment of creativity and enthusiasm.
Technology for 21st century students!
What could satisfy school leaders more than to equip our students with the skills they need to be successful in the 21st century workplace? We should build these skills into the curriculum and use technology to develop these skills.
Our school’s motto is ‘Teach each child, Develop the whole child.’ We design our curriculum and activities to deliver a holistic development of each student with the right use of technology, development of moral values and 21st century skills. I have experimented gamification in my classroom and received incredible learning outcomes. I have used many gaming and online tools to design teaching aids not only for my subject but for other subjects as well.
We selected three sample lessons of two different subjects each to experiment with the ‘Gamification with flip classroom methodology through Skype’. Class IX students were trained on using different gaming software, that they taught class VI students. Students made teaching aids, quizzes, and games that teachers used for classroom teaching and assessment.
Class VII and Class X students were selected for the project demonstration. I have trained Class X students on gaming software Scratch and MIT app Inventor, during their club and enrichment classes and Class VII on Alice. Classes VI-X students were supposed to be taught “Moral values” by Life skill teachers with the teaching aid prepared by Class X students in Green foot and Scratch gaming software. Then Class X students taught classes VII and VIII students, Scratch and MIT app Inventor and another gaming tools. After learning the new software, Class VII-VIII students had performed an activity and made the ‘Story with a Moral value’ using Scratch and developed many Mobile apps for social cause. Class IX students made a quiz in Alice and life skill teacher assessed the work of Class VI-VIII students. To recreate the magic of peer learning, Class VIII students became peer teachers for class VI and taught Scratch and MIT app Inventor during their club activity and Life skill periods.
The Gamify teacher persona knows how to “spice things up” in the classroom to engage students. The teacher believes that learning can be fun, and uses simulations, animations, and more to pique student interest. It also helped fellow teachers to make classroom teaching more interactive and build a school culture that offers a vision of innovation and enables teacher collaboration.
Gamification Vs traditional ICT based tools: The biggest challenge was providing a better alternative than traditional ICT based tools like, charts and presentations. Online tutorials and videos had to be replaced. ‘Gamification’ enabled high quality visuals and assessments that enabled students to understand the topic correctly.
Gamification for theoretical subjects: Another hurdle for gamification was creating alternatives for explaining theoretical concepts like Harrapan civilization, cyber security or the Nationalist movements, inclined machines from different subject aspects.
Gamification for inculcating life skills and moral values: As per new curriculum policy, value education must be an integral part of our classroom teaching and it should be embedded with all scholastic subjects. Use of games in the form of moral stories, score-based games, where concept of metallic and non-metallic objects with ‘Swachh Abhiyan’ were some of the perfect examples.
Time constraints: The process of creating the game was very time consuming. Creating assessment games for all subjects required time and it was a difficult task to include it in the regular curriculum. To solve this, students were taught all the games during the enrichment period. Flip classroom was the best alternative to make the learning passes to next generation.
Enrichment of teachers
Teachers will be the best ambassador to take the technology into their classroom and enrich the learning process. Despite of their busy schedules and commitments, they were trained through video tutorials. Hence, the labor work required equaled to ZERO.
All video tutorials were shared on social media to make learning continuous 24X7 for students as well as for teachers.
Learning becomes collaborative, fun, and more effective when learners play an active role in designing and developing the teaching-learning process. The flip classroom model with gamification may bring in a change to our education system and help us develop future-ready minds.
Use of ‘gamification’ has given lifelong impact and learning will be permanent. Teachers were able to reach out to each and every student in one-go. A new way of lesson presentation was experimented and each and every learner was given a chance to express his/her creativity.Students were able to learn new software, which would help them to apply the same for every subject. Use of ICT tools for collaboration like Skype and social networking enhances the impact of the project.
To take the Peer Teaching beyond the boundaries, my class IX students taught Kodu And Minecraft to Students of DLF Public School, Ghaziabad; The Titan School, Hasur; Tamil Nadu and Choithram School, Indore, on Skype. We have made learning Video Tutorials on various gaming tools and shared the link with all teachers, students and partner schools in India and abroad and also uploaded on my YouTube channel. Teachers are now making their own teaching aids by using them. On one of the Microsoft webinars ‘Summer Pathshala’ video tutorial on Kodu was appreciated and Microsoft referred it as a learning tool for other educators. I have made a Video lesson on “Green Jobs” and shared with all my international partner schools under Microsoft project. The other social media tools like QR code, Online Forms, Padlet, OneNote and WhatsApp were also used for collaboration.
Today’s learner is a tech-savvy. To fulfill his need, teachers should use technology intelligently in their classrooms, so that learning outcomes must lead to overall development of the learner. ‘Gamification’ is one of the best alternatives for this.
Successful demonstration of Lesson on “simple machines” using peer teaching and gamification was appreciated by my fellow teachers. Students of class VI enjoyed all activities and learned the concepts in easy way whereas Class IX students feel enthusiastic and collaborate to demonstrate the lesson to other school students.
“The illiterate of 21st Century will not be those Who cannot Read and Write, but those who cannot Learn, Unlearn and Relearn.” – Alvin Toffler
The dream project of our Honorable Prime Minister “Digital India” inspired me, I have extended my mission and started working for community outreach and initiated the second phase as “Surakshit Beti – Prashikshit Beti” with “e-Shiksha: a Digital Pryaas”, learning through technology for community outreach. I have extended my literacy program for underprivileged students, supporting staff and senior citizens. with my daughter and students. This project is to spread awareness about enhancement of ICT skills. To add the technological aspects to my mission, we have developed various mobile apps and games , and shared it on social media.
Using game-based teaching material gives positive results for both learners and teachers. It enables the teacher to inculcate and enhance almost all 21st century skills and help to make future ready, global citizens.
Previously my literacy mission included the basic concepts of Mathematics and Language for underprivileged and helping staff. Now in addition of that I have included Basics of Computers, Internet, Uses of emails, Mobile Apps, Social Networking, Cyber Ethics etc. to make them technology savvy.
I have extended concept of Gamification with underprivileged students. Spending time with them and teaching little kids of class 2 and 3 from nearby MCD school is a joyful journey for me. I have designed a Game to promote “Swachhta Abhiyan” in scratch and Greenfoot and used as an assessment tool. To spread the message of “Clean India” incorporated with concept of science, I have been using a game to teach the concept of metallic and non- metallic garbage to class 1 and 2 students during my educational enrichment programme in nearby MCD School. It is a fun learning exercise, where students clean the area given and get points if they select the non-metallic garbage to put in an appropriate bin. They enjoyed the game. It gave a new meaning to the learning.
This experiment was a success story. After this I have tried Flip classroom with peer teaching in many of the lessons and suggested and helped other subject teachers for the same. Use of social media, gives a new dimension to grasp a new concept.
Impact of Gamification
‘An impact of a visual aid is more than hundred words, on learning’, in extension to this quote ‘Visual game gives 200% impact on learning than a simple visual aid.’
Today’s learner is a tech-savvy. To fulfill his need, teachers should use technology intelligently in their classrooms, so that learning outcomes must lead to overall development of the learner. ‘Gamification’ is one of the best alternatives for this. Using game-based teaching material gives positive results for both learners and teachers. It enables the teacher to inculcate and enhance almost all 21st century skills and help to make future ready, global citizens.
We cannot avoid the use of technological gadgets that are used by the GEN-X child, so it is a wise decision to channelize their aspect of using gadgets for their own development.
It is a culmination of collaborative, creative skills and leadership skills among senior students. Thinking, problem solving, creative and communication skills among junior students with the team spirit.
Taruna Mongia (M.Sc.(Computer Sc.), M.Com, B.Ed., A’Level and O’Level from DOEACC, ITI Diploma in Computers), has a continuous career of 22 years as an Educator. Her experience includes working as PGT (Comp. Sc.) with Indraprastha International school, Dwarka (current job) and is backed by experience of working with schools like St. Mark’s, Rich Harvest, DTEA, Army Public School.
She is a recipient of National ICT Award for Teachers by MHRD; National Teacher Award 2018 by Center for Education Development CED, India; Global Teacher Award 2018 by AKS Foundation; and Teaching Excellence Award 2018 by myCbseguide.com. She also got an Award for Pramerica community service award 2017 and 2018 for her project Surakshit Beti, Prashikshit Beti. She also won award for Innovative idea of learning at Dell Policy Hack For Teachers 2019 and won Silver Medal for School as Head Teacher for Teach a Man to Fish: British Council Project.
She is recognized as Microsoft Innovative Expert Educator and Microsoft Master Trainer from last 5 years.