Educational process gamification
The other day, at work, I had to touch on the issue of gamification on the site. And I was a little thoughtful - but what if you try to apply it to the educational process? This is not about universal replacement and revision of the curriculum, not at all. I thought about the use of gamification in the educational process of individual students. Say our children, nephews, cousins or siblings. The goal is to attract and captivate the child with the educational process and to contribute to his interest in obtaining knowledge.
Why are children reluctant to learn something at school? It seems to me that there are 3 reasons for this:
1) Learning is a boring and boring process
2) The learning outcome is not visual
3) Lack of motivation
When I was still in school, my parents encouraged my academic success with pocket money. We had a tariff table - for some estimates I get money in a piggy bank, and for some I give. And over time, as a bonus, all nickels (coins of 5 rubles) were given to me and stacked in a tube. When the tube was full, it contained five rubles for 100 rubles. Remembering this, I decided to reflect on the topic of gamification of studies for my future children.
I really like games. Especially RPG. And I decided, why not beat the child’s study at school as an RPG game? Further, I dare to fantasize a little on this topic and summarize, no matter what.
An important condition is that our child is just starting to go to school. It is unlikely that there will be a sense of “playing” with an 8th grader. Suppose our child is 8 years old, and he recently went to second grade. He already knows that school is not so interesting, so we offer him a game.
First, we choose a game race for our student. Each race has its own strengths and weaknesses. The race of our student is his future specialization. The child can choose the race of interest to himself. First, let it be the standard 4 races: man, elf, orc, dwarf. I do not set out to draw up strict rules and frameworks, as we are dealing with a living and important person for us (our child, after all). I will give an example on two races. Every plus race is a school subject.
• Expertise (Training, specifically lifting)
• Expert of nature (natural science, biology, chemistry)
• A sense of beauty (music, visual arts, dance)
• Technician (drawing, mathematics)
• Mining (geography)
• Curiosity (physics)
And, thus, we can more or less determine the future specialization (profession) of our child. If you think that the child did not choose his race objectively, then as a master of the game you have the right to make a half-breed out of him. Half-breeds may have some additional abilities. For example, an edf-dwarf half-breed may be able to receive the possibility of additional double awards for similar specialties. To implement races, you can even come up with cards in the manner of the Munchkin card game.
Let's imagine the whole educational process as 11 chapters (11 classes). Each chapter is divided into 4 parts (quarters). At the end of each chapter, the master of the game (you) has the right to take stock and give the child a reward for completing the chapter. Separation of chapters into parts can be beaten as a character’s rest (vacation) and comprehension of the experience gained.
The educational process should show the child clearly what he will be able to do in the future, thanks to what he has learned. Therefore, it will not be superfluous to spend the first day of the vacation to show the child clearly the prospects for his development. If you think that doing it after every quarter is too much, then you can do it at the end of the school year.
The most interesting and most important part is motivation and reward. The promotion process, I would suggest building as follows. For each assessment, the child receives a certain amount of experience - XP. Let's say:
5 = 300xp, 4 = 100xp, 3 = 50xp,
and for twos and units the child will lose experience. Next, you need to make a table of levels that will be given to the child upon reaching a certain experience, for example:
1lvl = 1000xp
2lvl = 5000xp
3lvl = 10000xp, and so on.
Upon reaching each level, the child has the right to draw a card from the deck of treasures (which must first be prepared). There can be anything in treasures - from cash or other material rewards, to going to an amusement park or extra time playing XBOX.
Once the child reaches a more mature age, you can add more cash rewards to the treasures, as well as motivate money for good grades. Thus, it is possible to make clear to a child from an early age that for material or monetary benefits one must work.
I’m far from being a teacher and not a teacher, but it seems to me that having spent a little effort and having organized such a game for a child, it will be easier for him to enter the educational process and there will be no hard transition from kindergarten with fun and games for the school desk with all the consequences. In addition, such an approach can help to instill in the child a craving for knowledge, as we will motivate him to receive this knowledge, and we will clearly demonstrate to him what he will be able to do in the future. I would very much like to hear the opinion of the community on this topic in general, as well as on small details, such as a reward system and strict rules. Thank you for your attention and I hope for the relevance of the topic.