Webcast bnr

About The Programme

Gamification involves the use of games and dynamic simulations to drive home a particular concept. It motivates students by giving them an opportunity to get rewards and recognition. Gamified classes encourage participative learning give students the feeling of being in control which traps into the intrinsic motivations of students and prompts them to complete study-related tasks. The rewards let them know where they are and where they are going. This taps into the intrinsically competitive nature of setting goals and competing with themselves or with others.

There are several ways in which gamification can be used in virtual classroom interventions and in compiling home assignments to make them more child-centred and enjoyable. The understanding of concepts, retention of key takeaways, general awareness, and interest in the subject are markedly higher through the use of gamified learning within and outside classrooms. 

About PC Paathshala
As e-learning becomes the new normal, Intel in India has collaborated with the Times of India (TOI) to launch PC Paathshala, a unique industry-wide initiative aimed at enabling India to adapt to teaching and learning online. PC Paathshala will bring user-friendly and easy-to-consume content, developed and curated by industry experts, to teachers, students and parents across India.

Who should Attend

  • Teachers looking to make their classes more fun and interesting
  • Teachers looking to motivate students and instill the drive to attain goals
  • Parents looking to understand interesting ways to discipline and motivate their children without any harsh methods
  • Anyone looking to teach an online course

Agenda (Tentative)

  • A simple pre and post style game quiz to open and close the session
  • Gamification & Games
  • Deconstructing Games
  • Motivation & Psychology
  • Design frameworks
  • Applications in e-learning
  • Limitations & Concerns

Experts

  • Abhinav Vats


    After quitting his job with a major cosulting firm at the young age of 24, Abhinav joined the Chief Minister’s Fellow programme in the Government of Haryana where he proposed, designed and piloted the first ever, community driven ‘gamification’ model program to drive rural development by linking village-level funding of 260 villages with their performance on development parameters. Since then, he has been associated with a joint initiative of the Government of Haryana and INCLEN, a global non-profit, where has been hard at work to deliver the unit’s first program which leverages gamification concepts to drive ‘water-sanitation-health-hygiene’ for over half a million people.

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