Game-based Learning: Good Alternative Learning Tool
It is an effective way of learning that makes the curriculum more potent
Game-based learning in India and likewise other countries are becoming increasingly common- an occurrence that no longer raises an eyebrow. Catch up with a stranger on the street and you will unquestionably come across at least one video game on their mobile phone. Even adults well into their 40s and 50s play games for stress relief. Gamification is thus no longer a term that only responds to ‘gamers’; it has become an accepted part of daily life amongst families, professionals, and friends. This familiarity with games amongst adults has largely helped EdTech organisations to include gamification as a standout part of their educational program. Parents are now fully understanding how their children can excel at a subject by learning it through a game. Thus, for Gen ‘Z’, a population that accounts for almost two billion individuals globally, game-based learning is very much the way forward.
A textbook presents a sentence in a quirky font, puts a fancy-looking question mark at the end and that’s pretty much as enthusiastic as it can get. A game unlike a textbook presents a problem in a dynamic manner- it shows an aquarium full of colourful fishes, puts a movable net by its side, and asks you to catch the redfish with it. Your children understand as a result that red is a color that can be identified and found around them. This helps the problem-solving skills of the student. Thus, a game on account of its narrative, character and graphics can imitate a situation. The player relates to it. When you play Subway Surfers, your anti-collision senses that are active while you drive, ride, walk or run in reality, come into play. So, a character that dodges trains no longer remains a far-fetched scenario; you, your body, and your mind are able to relate to it. This is the cutting edge that games have over books.
In today’s world where practical skills are rapidly gaining importance, the schoolchild absolutely has to understand the real-life relevance of the concerned concept. In a math game, your child is in charge of an adventure-loving character who while on the journey enters a candy store and is presented with the problem of buying 5 candies in total across two types. The student ends up buying 4 candies of one type and one more candy of another type or 2 candies of one type and 3 of the other. Thus, addition no longer remains pencil lines on a notebook. The player taps on candies and chooses them while shopping- this process of hands-on learning allows the student to have a more complete learning experience than before. Educational games do not depend on the child to imagine it; instead, they present the scenario in front of the child. This sharpens logical reasoning and fine motor skills; even memory capacity gets positively influenced. Learning no longer appears redundant and consequently, the amount of time the student spends engaging with the curriculum increases tenfold.
Game-based learning is thus not a showy alternative; it is an effective way of learning that makes the curriculum more potent. For the Gen ‘Z’, most of whom are more than fluent in technology, games and gamification shed light on a way of education that is new, attractive and most importantly one that holds a promising future.
Disclaimer: The views expressed in the article above are those of the authors' and do not necessarily represent or reflect the views of this publishing house
Around The World