Gamified Learning in Chemistry is an initiative of the Pune Knowledge Cluster (PKC) in collaboration with the Indian Institute of Technology (IIT) Madras supported by BASF India. This program aims to provide an opportunity for students and teachers to access and adopt game-based teaching and learning techniques at the school level as recommended by NEP 2020.
Vision
‘Gamified Learning in Chemistry’ program aims to make the teaching-learning process in chemistry-related topics within the school curriculum to be transformed into an enjoyable and engaging experience. Through the incorporation of gamification elements, curiosity towards STEM subjects in the curriculum will be increased, and critical thinking skills, analytical ability, and logical reasoning will be fostered.
The empowerment of teachers to utilize digital pedagogy in teaching is a core aspect of the program by providing them with the necessary tools and resources, teachers will be equipped to create an environment where students can engage in inquiry-based, active learning, and collaborative learning. This will result in the enhancement of students’ 21st-century skills.
The program envisions a future where students are actively engaged in the learning process and have a deep curiosity for STEM subjects. It aims to create an inclusive and dynamic learning environment that nurtures critical thinking and problem-solving abilities. By utilizing gamified learning approaches, students will have the opportunity to explore and understand complex chemistry concepts, enabling them to excel academically and develop a lifelong passion for the subject.
Description
The program strives to revolutionize education by transforming the traditional teaching-learning process into an interactive and immersive experience. It aims to empower students with the necessary skills and knowledge to succeed in the ever-evolving world, preparing them for future academic and professional pursuits.
Objectives
- Implement gamification pedagogy at the school level (recommended by NEP 2020) to make classroom learning more engaging and interactive (NEP 2020: 24.4 -d).
- Spread awareness of tools and techniques for enabling game-based learning in classrooms.
- Building educational games mapped to the school curriculum.
- Validate/Test the games with students using a tablet and improvise based on the feedback.
- Develop an open-source repository of games that can be used by schools nationwide.
Impact
Potential gains from the program
- Increased curiosity towards learning STEM subjects
- Fostered critical thinking skills, analytical ability, and logical reasoning
- Utilization of digital labs for game-based learning and other technology-driven pedagogies
- Enriched learning experience through game-based learning in digital labs
- Creation of an open-source repository of STEM games
- Nationwide sharing and accessibility of the STEM game repository for teachers and students
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