Amit Agrawal, Founder, CEO and Director, OckyPocky

Amit Agrawal is the CEO and Founder/Director at OckyPocky, India’s first interactive learning app for kids. At the innovative start-up that uses cutting-edge technologies like NLP and AI to devise a self-paced learning program for kids, Amit primarily spearheads the culture, strategy and fundraising aspects of the business. Completed his Maths Hons from St. Stephens College and MBA from IIM Bangalore, Amit went on to chart a stellar career graph with highly successful stints at Infosys and YouTube. At YouTube, Amit was instrumental in growing the platform’s content network from launch to USD 100 million p.a. He formed the early strategic partnerships for YouTube, helping lay the foundation for Google’s online media presence in India. He has also worked in a leadership position for YouTube’s South East Asia operations.

 

We all know kids like playing games, whether it is online or on the field. It’s challenging to keep their hands off technological gadgets, so why not redirect their love for devices towards their personal growth?

Gamification is a novel approach to education that incorporates game-like elements into teaching, making learning more engaging and productive for students. And when learning and fun are combined, it makes a perfect path for success because it results in improved retention, increased engagement, and a more positive mindset toward the process of learning. It has its own set of rules, objectives, reward system, and levels. This serves as both a teaching and a testing tool for the students. The best aspect is that students would not even realize that they are learning through games.

Let’s have a look at the role gamification of learning plays in a child’s learning development:

It makes learning more interactive for kids

When education is boring, no learning happens. So, the emphasis should be on making the learning process interesting. Gamification of learning puts an end to boredom by creating engaging, educational, and enjoyable content. When children find learning more joyful, their level of engagement rises, resulting in a positive learning experience. The engagement levels with gamification are more than double for both top performers and bottom performers in a class/cohort.

Improves the memory of kids

When learning through games, students are needed to recollect material to complete the game and memorize key patterns that aid in their understanding of what they are learning. Thus, learning through visuals increases the use of memory to acquire new skills, improves retention power and sharpens their minds.

Helps with learning new skills.

While playing educational games, children can learn several significant skills, such as problem-solving, collaborative thinking, and good sportsmanship. It aids in the development of children’s attention skills as well as their intellectual conduct by promoting analytical thinking and logical reasoning through the use of many unique and innovative ideas. It helps them to socialize and improve their communication skills too.

Enhance the performance through feedback.

While learning through gamification, students receive an immediate reward if their response is correct. This raises their confidence and motivates them towards success. Conversely, if their answer is incorrect, it will make them work towards improvement. Hence, immediate feedback provides valuable information about their strengths and weaknesses and positively enhance one’s performance.

Final thought

With the advancement in technology, new and improved techniques of teaching children are being developed to make learning more interesting and appealing. Gamification is the future of learning, and it has emerged as a relief in the ongoing pandemic to keep children engaged. Gamification increases student engagement by making complex tasks more enjoyable, motivating them to develop their skills and learn more effectively. Even the engagement levels with gamification are more than double for both top performers and bottom performers in a class/cohort.

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