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

机译:游戏化是印度学校系统中获得指导概念的一种直接途径

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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.
机译:理科教学并不总是涉及大型实验室机构和高科技设备,但是,通过使用简单的低成本实验模型,理科的教学学习过程可以在方法上有所创新。这项研究将游戏化确定为一种自我导向的扫盲模型,以建立刺激任务,从而实现学习技能的增强学习和基于应用的适应性。游戏化模型包括五个步骤:“了解目标学生人数和要教授的主题的相关背景”,“定义学习目标”,“构建经验”,“确定资源”和“应用游戏化要素” ”。印度学校系统中的目标学生人数可能是中学生和高中学生。学生可以学习活动的游戏化元素,以轻松地理解对教学模型的理解,以此作为设计的主要终点。

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