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Not just a trend: Inclusion of Gamification in education

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Not just a trend: Inclusion of Gamification in education
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Esports has now become a multi-billion-dollar industry that has advanced in a short span of time, thanks to its growing demand considering its strength to attract people. Moreover, the abundant exposure of digitalisation of almost every format is a way of living for the millennials and Gen Z.

Identifying the popularity of esports, especially among the age-group who are still students, the new-age learning system applied its potential as a powerful, engaging tool to educate and reach students from different stages. The process can enhance students’ engagement levels to what games usually do while improving their particular skills and optimising their learning. This also proves to be a simple medium to create an inclusive and welcoming learning environment and learn in a way which they would enjoy. Education institutions are smartly blending gaming-based learning practices and esports into their curriculum, intending to maximise students’ interest in learning more while excluding any additional burden/pressure on them. The benefits of this learning process go beyond the four walls of the classroom and into the students’ lives.

Game-based elements applied for scoring points, setting a healthy competing environment among the fellow students, rooting teamwork and leadership skills, score tables, assimilating new information, testing their knowledge, and many more, allow students to be surrounded with an atmosphere that helps them with their overall development. But, among all its benefits, the best advantage of this is, it is self-teaching, giving anyone and everyone the access to use it.

Shivam Rao, as the Co-Founder and the COO of Trinity Gaming, India’s top gaming talent management company, and a gaming fanatic himself, keeps a close watch on this new trend. Some of the ways to apply gaming into education are:

1. Including points system for every academic and non-academic objective achieved:
Encouraging students through a point system to upgrade their knowledge and frame it in the best possible way, just like it is done during the offline evaluation system. On the non-academic front, there could be a points system for the students who deliver the task within a set period of time or did exceptionally well constantly.
2. Creating interesting challenges and barriers to level up
This proves to be a great encouragement material as these challenges could be anything ranging from academics to creativity or even logistics.
3. Introducing competitions
Challenging fellow students or the students from other classes is a great way to encourage students. Even teachers can join them through these challenges, forming teams, elevating teachers and students’ relations.
4. Evaluation of the performances
Giving a reality check is also important for the students to better evaluate, identify the problem, and with the support of their mentors, they find the solution to it. This is also the perfect way to identify where their strength lies. The personalised breakdown of one’s performance motivates them to work harder to achieve their goals.
5. Using different methods of ‘PROGRESSION’
The students who successfully achieve the milestone can ‘Level Up’ with rewards like extra playtime or some bonus, or it could be a session on the computers or a chance to be a class perfect for the month and so on and so forth.

Interestingly, the Indian parents and the educational institutions are adapting to this change and are coming to terms with this setup. Especially after the pandemic hit and with schools remaining shut, it was really difficult for parents to balance their professional life while ensuring their kids did not suffer from their education. However, with digital classes and the widespread growth of gamification of learning, the process was smoother.

This format makes students feel that they have the authorship over their learning process; they are not dependent and give them a sense of achievement which boosts their confidence. They are learning in a more relaxed atmosphere, and even if they encounter any failure, which can be easily turned around by simply trying again. Students are often more stress-free in the gaming environment and are not scared to make mistakes; after all, they have not been called out in the middle of the class to encounter any form of embarrassment. Instead, it allows them to uncover an intrinsic motivation to learn more. This also makes learning more measurable through the different progress indicators. Learning becomes more fun for sure, especially when they even get to explore different avatars or characters to study and play virtually at the same time. The learning process has become more than just filling worksheets.

The power of esports has not only amplified in the e-learning settings, but it has also shown some tremendous impact for corporate companies, where gamification has been introduced to train their employees. It triggers powerful human emotions such as happiness, curiosity, excitement, a sense of achievement and accomplishment. Sighting the proven positive results, several sectors are inducing gamification to advance their respective formats and generate marvellous results.

Asia

‘Penta Amateur League’ December to feature BGMI, November results announced

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‘Penta Amateur League’ December to feature BGMI, November results announced
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Gaming and esports company, Penta Esports, has announced that ‘Battlegrounds Mobile India’ (BGMI) will be the esports title of ‘Penta Amateur League’ December 2021 edition with a prize pool of ₹5,00,000. Registrations have started and squads can enter the tournament on Penta Esports’ platform.

The qualifiers of the tournament will run from 13th to 21st December. The finals will be broadcast live on Penta’s Facebook page and YouTube channel from 28th to 30th December. The broadcast will be preluded by the ‘Penta Talk Show’ on 25th December.

The ‘Penta Amateur League’ is exclusively for amateurs and semi-professional esports athletes and teams. The games chosen for the tournament throughout the league will be platform agnostic and will include PC, console and mobile titles. Season 1 of the league will run for six months, October 2021 to March 2022, with a monthly prize pool of ₹5,00,000, adding up to a total prize pool of ₹30,00,000.

The November 2021 edition of the league featured Valorant. The playoffs took place from from 26th to 28th November with team God Particles winning the tournament 3 – 1 in a best of 5 match finals against Nogas Esports.

The broadcast of the playoffs were preluded by the Penta Talk Show, with the caster and host discussing the qualifiers, team journeys and discussing possibilities for the playoffs. The final day of the playoffs also saw an opening music performance by singer and songwriter, Sushant Satija prior to the matches.

Said Penta Esports co-founder and head of esports Kiran Noojibail “Our aim is to provide aspiring esports athletes of the country with a platform to showcase their skills and earn recognition. BGMI is a popular title in India and this tournament will be a stepping stone for budding esports athletes of this game to come to the limelight .”

The complete details of the league are available on Penta Esports’ platform, pentaesports. com. The platform is a one stop destination for all things Penta, including match schedules, match results, VODs of tournaments and leagues, content, news, announcements and much more.

Founded by industry veterans Anurag Khurana, Kiran Noojibail and Akshay Paul, Penta Esports aims to disrupt the ecosystem in India with a holistic approach towards the sector, including leagues, tournaments, content and much more.

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Asia

Microgravity to host MGL Free Fire Battle Royale this December

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Microgravity to host MGL Free Fire Battle Royale this December
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Microgravity Ventures Private Limited, a facilitator of world-class gaming hubs and e-sports tournaments in India, today announced the 5th edition of Microgravity Gaming League (MGL) – Free Fire Battle Royale. The company will be hosting this e-sports tournament in partnership with Platinum eSports between 11th and 22nd December. The format of the tournament will be qualifier and invitation based, spread out in 5 phases – qualifiers, phase 1, phase 2, semi-finals and grand finals. Microgravity has announced a total prize pool of Rs. 1 Lakh for the top three teams and exciting gaming vouchers redeemable at their world-class gaming facility in Gurugram for top 5 viewers of the live broadcast. Teams can register from 1st till 10th December and participate in this competitive all-India tournament.

Speaking about the announcement, Mr. Rahul Bhattacharya, Co-Founder and MD, Microgravity said, “We are thrilled to have partnered with Platinum eSports for the 5th edition of MGL  – a Free Fire tournament. This year, we have witnessed immense enthusiasm and curiosity among Indian games for e-sports tournaments. We strongly believe that MGL Free Fire will be a great success and will serve as a platform for gaming enthusiasts to hone their skills. Through these tournaments, we aim to support and promote gamers in India who are exceptionally talented and need support to further enhance their skills. We are also planning to host several such tournaments with new titles going forward that will help players become more polished in their skills.”

A total of 1000 teams can participate in this tournament with 4 players per team along with one substitute. The qualifiers stage will be held in the ‘Bermuda’ map in two phases with 100 groups participating in phase 1 and 30 groups participating in phase 2. Each group will have 10 teams taking part in the tournament. Top 3 teams from Phase 1 and Top 4 teams from Phase 2 of the qualifiers stage will take part in the quarter finals match. A total of 120 teams can take part in the quarter finals match spread in 12 groups of 10/11 players taking part in each group. Top 4 teams will be shortlisted based on the best of 2 matches in ‘Bermuda’ and ‘Purgatory’ map for the semi-finals. During the semi-finals stage, 8 teams were invited to take part in this challenge and a total of 60 teams battled for the finals. Top 2 teams will qualify for finals based on the best of 4 from maps- Bermuda (2), Purgatory, Kalahari. Two additional teams will be invited to take part in the finals and will have a total of 12 teams in this stage. This stage will have only one group with 6 matches happening across maps – Bermuda, Purgatory and Kalahari.

This year, Microgravity has successfully organized two online gaming tournaments which gained significant traction amongst gamers. These tournaments were the MGL FIFA 21 tournament and the MGL Call of Duty: Mobile tournament.

 

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Asia

Everton Announces Partnership With i8.BET

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Everton Announces Partnership With i8.BET
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Everton Football Club has further expanded its international partnership portfolio by signing up i8.BET as a new commercial partner.

The deal will see i8.BET become the Club’s exclusive Official Betting Partner in Asia, as the gaming brand continues to expand its trusted and innovative platform in the online betting market across Asia and beyond.

As part of the partnership, i8.BET branding will be visible on matchdays across Goodison Park and on the Club’s online platforms in Asia, in line with age and territory restrictions. The company will also have access to imagery of the Everton squad for their commercial activities.

The regional agreement supports Everton’s international growth strategy with the partnership offering the Club a chance to further extend its reach into commercial markets in Asia.

Darren Wang, CMO at i8.BET, said “In line with our global tagline of “Choose The Best”, we are excited to exclusively partner with such an iconic Premier League team as Everton Football Club; a partnership that will see us working with the club on a number of exciting and innovative initiatives and promotions in key brand territories in support of our ongoing brand expansion and trust building efforts.”

i8.BET will use Everton’s name and brand extensively in marketing activity across Asia, where they have a presence in several important and largely populated territories.

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