Inclusion of Gamification in Education Is Not Just a Trend
By: Amit Kr
Tags: Gaming News, Online Gaming In India, Online Gaming, Gaming Post, Esports

Esports has now grown into a multibillion-dollar industry in a relatively short period of time, owing to its increasing popularity and ability to attract new fans. Furthermore, the widespread exposure of digitalization in almost every format has become a way of life for millennials and Gen Z.

Photo by Christin Hume on Unsplash

Recognizing the popularity of esports, particularly among students of a certain age, the new-age learning system used its potential as a powerful, engaging tool to educate and reach students at various stages. The process can increase students’ engagement levels in games while also improving their specific skills and optimising their learning.

This also proves to be a simple medium for creating a welcoming and inclusive learning environment and learning in a way that they will enjoy. Education institutions are wisely incorporating gaming-based learning practises and esports into their curricula, with the goal of increasing students’ interest in learning more while removing any additional burden/pressure from them. The advantages of this learning process extend beyond the four walls of the classroom and into the lives of the students.

Game-based elements used for scoring points, creating a healthy competitive environment among fellow students, encouraging teamwork and leadership skills, score tables, assimilating new information, testing their knowledge, and many other things provide students with an environment that aids in their overall development. But, among all of its advantages, the best one is that it is self-teaching, allowing anyone and everyone to use it.

As the Co-Founder and COO of Trinity Gaming, one of India’s top gaming talent management companies, and a gaming enthusiast himself, Shivam Rao keeps a close eye on this new trend. Some examples of how gaming can be used in education include:

1. Including a point system for each academic and non-academic goal completed:

Encourage students to upgrade their knowledge and frame it in the best possible way by using a point system, just as it is done during the offline evaluation system. On the non-academic front, there could be a point system for students who complete the task within a certain amount of time or consistently perform exceptionally well.

2. Developing intriguing challenges and barriers to levelling up

This serves as excellent motivational material because the challenges can range from academics to creativity to logistics.

3. Implementing competitions

Challenging classmates or students from other classes is a great way to motivate students. Teachers can participate in these challenges as well, forming teams and improving teacher-student relationships.

4. Assessment of performance

Giving students a reality check is also important for them to better evaluate, identify the problem, and solve it with the help of their mentors. This is also an excellent way to determine their areas of strength. The personalised breakdown of one’s performance inspires them to work harder in order to achieve their objectives.

5. Using various ‘PROGRESSION’ methods

Students who successfully complete the milestone can ‘Level Up’ and receive rewards such as extra playtime or a bonus, or it could be a computer session or a chance to be a class perfect for the month, and so on and so forth.

Indian parents and educational institutions are adapting to change

Surprisingly, Indian parents and educational institutions are adapting to this change and coming to terms with this configuration. It was especially difficult for parents to balance their professional lives while ensuring their children’s education, especially after the pandemic hit and schools remained closed. However, with the advent of digital classes and the widespread adoption of gamification of learning, the process was made easier.

This format gives students the feeling that they have control over their learning process; they are not dependent on anyone, and it gives them a sense of accomplishment, which boosts their confidence. They are learning in a more relaxed environment, and even if they fail, it is easily remedied by simply trying again.

Students are often less stressed in a gaming environment and are not afraid to make mistakes; after all, they have not been called out in the middle of class to face embarrassment. Instead, it enables them to discover an intrinsic desire to learn more. This also makes learning more measurable, thanks to the various progress indicators. Learning becomes more enjoyable for students when they can explore different avatars or characters while studying and playing virtually at the same time. The learning process has evolved beyond simply filling out worksheets.

The power of esports has not only increased in e-learning settings, but it has also had a significant impact on corporate companies that have implemented gamification to train their employees. It elicits strong human emotions such as happiness, curiosity, excitement, a sense of accomplishment, and success. Seeing the proven positive results, several industries are incorporating gamification to advance their respective formats and produce fantastic results.

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