GAMEON ENGAGES AND MOTIVATES

Learners by creating a sustained engagement and focusing on the unique needs of every learner and motivating them to do more via capturing their interest all the time. With GameOn, Schools and Parents will have 360 ° visibility through collectable data to track each learner’s progress. GameOn offers a hyper-personalized experience by offering tools to make amendments on personalized learning journeys via tailoring rules, rewards and quests to motivate students further. Teachers and Parents will be able to implement gamification for meeting academic and non-academic objectives in and outside of the classroom.

WE KNOW THAT TEACHER’S WORKLOAD IS A SERIOUS PROBLEM

A single platform for teachers to manage all class activities, making it easy for them to share resources, track the progress of every student. With less time spent on class planning, parent communication and pupil supervision, GameOn removes unnecessary workload for teachers and leaders, so they can focus on teaching and their own development. Hence we love our teachers, and their well-being is covered!

GAMIFICATION

Gamification increases level of engagement in classrooms.

Scientists performed a study to measure the level of engagement students displayed when utilizing gamification in the classroom. The researchers assigned a point system to various daily class activities. Then the students were measured based on their level of engagement. The researchers found that the game-like atmosphere was favorable in the classroom and increased productivity.

Gamification aids in accessibility in the classroom.

Gamification can be used as a teaching tool to educate adolescents of all needs. Scientists studied the effectiveness of using gamification in the form of a video game to teach students diagnosed with autism.4 The results of this study showed that this training package was effective in teaching age-appropriate content through gamification.

Gamification isn’t limited to the classroom.

Gamification is not limited to the classroom but can be used in learning outside the classroom. Perhaps you break up your child’s math homework into sections. The child will then level up after completing each section to get hints that will solve a riddle. Or maybe you can have your child create their very own Periodic Table with a few elements just like Mendeleev did with cards. Gamification at home is also a good way to get involved in your child’s education! As gamification becomes more of a buzzword, it is important to not write it off. There are many benefits to gamification that help in enhancing the learning process for students at all academic levels. Hopefully, one day the term gamification will no longer be a buzzword and will be a ubiquitous term used in classrooms. After all, gamification has been around for over a century–Mendeleev is proof.