Robotics

Gamification of Education

Gamification of Education 

Gamification can be conceptualized as an inducing or conglomerating the elements of games into non-game contexts applied to diverse disciplines. Few of the games, and the elements that make up these aspects, have been incorporated into other areas of life since long. This is found to be effective in education, where the need to ensure student interest and participation through game mechanics. 
Gamification enables learners to discover patterns and relationships within the material, apply new knowledge in practice (which is the best way to remember something new) and get prompt feedback on their performance as they work toward measurable goals. Additionally, it provides valuable data for educators and Learning & Development departments on how to update and enhance materials. 

Higher education is getting firmly rooted on a competitive environment and gamification adds an entirely new dimension in engaging learners across multiple disciplines. Studies have also shown that this technique has given better learning outcomes.  

Digital gamification utilises data analytics to understand where all the improvements can be done and aids educators in creating value addition in terms of technology. 

The new age learners are primarily millennials and digital naive who enjoy learning through technology and expect for a happier engagement. The following considerations best serve their needs: 

  • Make content interesting and interactive. Colourful backgrounds, creative characters, and immersive images are a big draw for millennials, whereas higher level students expect addition of technical detailing and complex components. 
  • Bigger contents can be simplified into smaller packets of intriguing information which can also be creative in the presentation as well. 
  • Adapt language and information to the target audience, considering that reading skills and vocabulary vary by grade level. 

 The picture explains the gamification of robotics. The game is based on building the robots based on BYOR and brough into the AR/VR mode. The aspects are as follows:

  • Understand the various components of assembling and functioning of the kit 
  • Place the HoloMat on the floor and scan the same 
  • A holographic image is created on the screen and is augmented to the backdrop of the surroundings 
  • Assemble the robot using Augmented Reality and the SVA which is a autonomous robot on screen hand holds the user towards assembling 
  • The sensors for various applications are calibrated using the program 
  • Once the robot is fully functional, the users can add the weapons of their choice which should be upgraded based on subscription/ task completion rewards. 
  • The users can get their warbots placed and choose the arena/battleground of their choice 
  • The game now begins with firing and mobility just like that of a PUB-G/ Counter Strike 
  • Play more, earn rewards, trade them to build better robots and enhance the overall experience.  
Gamification of Education

Gamification of Education

The following details can be found to assist gamification from the aspects of a developer which in turn would create a larger-than-life experience to the learners. Fun on learn models are the next big thing disrupting the entire process.

Gamification can be considered as a smart and a fun learning activity to train students and corporates.  It adds an element of fun and a feel-good factor of achievement that enhances the psychological and cognitive connect.  

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