Gamification of Primary Education

Suruchi Dhasmana, Shruti Gandhi
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Abstract

Young minds learn and explore through play. In an increasingly digitised world, ‘play’ has shifted its base to digital and virtual worlds, even for the youngest minds with basic cognitive skills. The relevance of sustainable education practices for early learners becomes paramount, especially in the wake of recent pandemic of COVID -19 which catapulted the education system into the digital domain. The paper elucidates the core problem of adapting traditional education systems to the digital era. Evolving definitions of sustainable education, learning, retention, educator and learner are fructified and shifting dynamics between them, through primary data from providers of gadgets or technology and secondary research on changes in child psychology due to prolonged exposure to digital and virtual worlds. The research takes into account the disparities prevalent in different regions of India and shares insights into the challenges and opportunities unique to this demographic with a specific focus on the rural-urban divide. The research delves into the significance and effectiveness of gamification in e-learning to bridge these gaps and enhance learning outcomes, offering a fresh perspective on sustainable education practices. However, cautions against the plausible negative impacts on child psychology from excessive screen time and gamification-induced addiction are discussed. Sustainable education can harness the power of gamification to engage and inspire young learners and there is a great scope for growth in this dynamic field while remaining vigilant of the negative repercussions. Ultimately, the paper provides a valuable framework for educators and policymakers navigating the ever-evolving landscape of digital education.
小学教育游戏化
幼小的心灵在游戏中学习和探索。在一个日益数字化的世界里,"游戏 "的基础已经转移到数字和虚拟世界,即使是具有基本认知技能的幼小心灵也是如此。为早期学习者提供可持续的教育实践变得至关重要,尤其是在最近的 COVID -19 大流行之后,教育系统被推向了数字化领域。本文阐明了传统教育系统适应数字时代的核心问题。通过小工具或技术提供者提供的原始数据,以及对长期接触数字和虚拟世界所导致的儿童心理变化的二手研究,阐述了可持续教育、学习、保持、教育者和学习者等不断演变的定义,以及它们之间不断变化的动态关系。研究考虑到了印度不同地区普遍存在的差异,并分享了对这一人群特有的挑战和机遇的见解,特别关注城乡差别。研究深入探讨了游戏化在电子学习中弥合这些差距和提高学习成果的意义和有效性,为可持续教育实践提供了一个全新的视角。不过,研究也讨论了过度的屏幕时间和游戏成瘾对儿童心理可能产生的负面影响。可持续教育可以利用游戏化的力量来吸引和激励年轻的学习者,在这个充满活力的领域有很大的发展空间,同时也要警惕负面影响。最后,本文为教育工作者和政策制定者提供了一个宝贵的框架,帮助他们驾驭不断发展的数字教育。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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