Educational tools have undergone a monumental progression over the last decade. The teaching pedagogy common to the 1990’s is no longer applicable in today’s day-and-age. As of now, new and innovative teaching methods entice students the most. Interactive classrooms and e-learning practices are no longer the exceptions, but the norm. However, the current generation of educational tools is not based on design principles that are all over the place. Significant investments are made in the research and development of these teaching aids. Furthermore, with technology as the primary proponent of modern innovation in the educational sector, we are growing more and more accepting of digital learning platforms.
The convergence of entertainment and education
If you want to inculcate critical thinking in the brain of an early learner, entertainment-driven education can be your way in. Think about it this way. What if you were able to teach a kid history lessons during his/her playtime? Wouldn’t the kid’s rate of interest in this method of learning be incrementally higher compared to traditional learning methods? The scientific, as well as the obvious answer to this question, is a big yes. This affirmative response is the greatest factor that has led to the convergence of entertainment and education. Game-based e-learning is a phenomenon that has the power to become the future of e-learning.
How can learning outcomes be achieved via gamification of resources?
If you were to tell someone who spent his/her developmental years in the traditional education system that you’re learning the periodic table with a mobile game, you’re not likely to be taken seriously. However, game-based learning companies have made it possible to embed complex educational concepts into interactive gaming environments. Within the education sector, the tide is swiftly changing from traditional to innovative means of curriculum design. However, gamification of learning resources must follow some principles to deliver the intended list. A brief description of those principles is as follows:-
Non-hazardous reality-driven environments:- Game-based learning companies implement educational lessons into their products by creating interactive environments that mirror reality. However, they make sure that those environments are not hazardous to the mental development of the learner.
Challenging yet beatable level designs:- If a gamified educational resource is too easy to beat, then learners would not need to exercise a focused approach to tackle it. Thus, it is important to make game-based lessons that require some effort to complete. However, balance is the key here. If the lessons are too hard, learners will eventually give up.
Entertainment value:- The whole point behind gamified educational resources is to make them interesting. If the game-based e-learning is too dull to engage in, its primary objective will never reach fruition. Yet again, balance is the guiding principle here. The lessons must be entertaining enough to invoke the attention of learners, but also aptly educational at the same time.
This is an interesting time in the world of education. Who would’ve thought that video games would one day supplement textbook learning? Thus, it would be interesting what the future holds for such technologies.