Gamifying Learning - Experiences for Students: A Resource Tool For Teachers

Gamifying Learning - Experiences for Students: A Resource Tool For Teachers

Lina Kashyap & Prachee Joeg

Språken
FörlagLeadstart Inkstate
ISBN9789362639233

Gamifying Learning Experiences for Students is a book written for all school teachers in India, as they are the foundation of our nation’s education system and at the heart of the learning process. In line with the NEP (2020), as teachers navigate their evolving role in a student-centered classroom, we aim to equip them with a vital teaching tool: interactive group games that can be used effectively in every classroom in India.

This book is a resource manual for school teachers of children aged 6-16 years. It

offers a handy tool to teach, revise subjects, and enhance the social, emotional,

and cognitive development of children. School teachers will find games outlined

for various developmental needs of the child, including games to channel the

child’s energy, challenge them cognitively, aid in revising subjects, and enhance

their soft skills.

The book presents games in a reader-friendly way, clearly formatted for any

teacher to use. The games are outlined step-by-step, with a detailed

understanding of why and how they are to be played. The targeted debriefs after

each game, detailing several reflective questions for teachers to discuss with their

students further aid the learning process.

Teachers can also use these games to enable students to learn and fine-tune their

logical thinking, reasoning, and problem-solving skills, as well as their

socialization, communication, leadership, and teamwork skills. Additionally,

these games help students develop their emotional quotient, as the world of work

today requires both a high IQ and EQ.

Some of the traditional Indian games described in this book may already be

known to teachers and students. However, we have provided variations and

adaptations that can be easily used by subject and class teachers for teaching or

revising topics, and for developing critical thinking, social, and emotional

learning in students. Being traditional games, readers will understand them well,

yet the adaptations suggested for the educational setting serve a different

purpose.