The primary feature of
gamification is the application of game design elements in non-game contexts.
In this way, an instruction that might be tedious and not very motivating,
under traditional didactic methods, becomes appealing and inspiring. Games are
instructional by nature, so this is a way of learning by doing. On the one
hand, games develop essential competencies, such as observation,
decision-making, speed, empathy, and intuition; on the other hand, they provide
a controlled learning environment in terms of not only content but also moral
values, frustration tolerance, internalization of rules, and strategies for
success.
Teaching is a passion, and my experience as a teacher has been beautiful, emotional and fulfilling. Over the years, I’ve watched the student – teacher equation evolve: From Guru, as all-knowing to Guru as friend and equal, as someone who doesn’t always know the best. Today’s teacher and the learner are partners in the process of teaching and learning. We inspire, motivate and learn from each other; if I don’t know, I can admit it to my students. The teacher is only a facilitator; one who will help the student grow, become a self-learner. The teacher is only one of many sources. Not infrequently, there is a role reversal. With children being so tech-savy, often I am the student and they are my teachers. Has teaching changes the way I think ? Yes, most certainly. My students have shown me how to manage time. I marvel at how deftly they juggle sports, academics, dance, and theatre, for instance. I have learnt how to accept failure as I see my students taking success and failure with equan...
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