Of sweat, passion and grit…
The annual sports day of Ramakrishna Mission Brahmananda College of Education, Rahara was held with much zeal and unmatched enthusiasm
A free-for-all lecture was presented online via Google Meet. Samrat Bisai, professor at Ramakrishna Mission Brahmananda College of Education, Rahara, was the primary speaker and academic analyst who spoke on ‘Gamification in classroom: Navigating within and beyond’.
It is no secret that the world of education and its various domains are pretty fathomless, to say the least. Gamification, as a concept of sorts in education, is not something fairly new. The many game-based elements that teachers often use in the classrooms are an intriguing one indeed, and the purpose remains equally interesting as well.
It is rather simple- to enhance student-engagement and overall integrate and incorporate those learnt techniques into the entire learning process. For effective learning, gamification in classrooms often is a thing that promotes natural excitement among the students.
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The Department of Education of Sitaram Mahato Memorial College, Purulia, and Baneswar Sarathibala Mahavidyalaya jointly presented a very insightful event recently. The entire event was held in collaboration with Boithoki, an academic forum spearheaded by professor and educator Ujjwal Mahato as part of their fortnightly online educational lecture-series.
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A free-for-all lecture was presented online via Google Meet. Samrat Bisai, professor at Ramakrishna Mission Brahmananda College of Education, Rahara, was the primary speaker and academic analyst who spoke on ‘Gamification in classroom: Navigating within and beyond’. Professor Bisai felt that students all across are very much used to the traditional method of learning involving lectures, classrooms, teachers, and finally the students. It is a somewhat sardonic reality that in the traditional method, students actually turn out to be ‘silent listeners.’
It is in this context, ‘gamification’ always helps as it tends to make the curriculum attractive and paves the way for interactive, meaningful learning in the classroom.
Another RKMBCE professor, Manoranjan Pal, opined, “See, gamification in an educational setting can always leave a profound impact. Many classrooms in the country are multilingual. Hence, when you use a concept like gamification, it actually helps in the overall diversity of these classrooms.”
Despite all kinds of challenges, gamification as a concept can invariably make learning both exciting as well as meaningful. For a country like India, often dubbed as a ‘Linguistic Mosaic’, linguistic diversity realistically poses some sort of threat as well as an opportunity for India’s unity.
The writer is a freelance contributor.
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