Gamification as a Self-Direct Approach to Attain Instruction Concepts in Indian School System

HTML  XML Download Download as PDF (Size: 1090KB)  PP. 227-232  
DOI: 10.4236/jss.2019.75019    656 Downloads   1,838 Views  Citations
Author(s)

ABSTRACT

Science teaching does not always involve big lab set-up and high-tech apparatuses, however teaching learning process of science could be innovative in approach by using simple low-cost experimental models. This study identifies gamification as a self-directed literacy model to establish stimulatory tasks thereby achieving enhanced learning and application-based adaptability of the learnt skill-set. Model for gamification comprised of a five-step process: “understanding the target student population and relevant context of topic to be taught”, “defining learning objectives”, “structuring the experience”, “identifying the resources”, and “applying gamification elements”. Target student population in Indian school system could be middle and high school students. Students can learn the gamification elements of activity to have ease in attaining the understanding of teaching model as the primary endpoint of this design.

Share and Cite:

Mishra, I. (2019) Gamification as a Self-Direct Approach to Attain Instruction Concepts in Indian School System. Open Journal of Social Sciences, 7, 227-232. doi: 10.4236/jss.2019.75019.

Copyright © 2024 by authors and Scientific Research Publishing Inc.

Creative Commons License

This work and the related PDF file are licensed under a Creative Commons Attribution 4.0 International License.