Education and learning through social gaming

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From long time, educators have been trying to find better ways to prepare students for the real world. An outdated school system can unwittingly sabotage economic and social growth of any country. Major educational organizations feel the dire need of sweeping reform in the education system. The foremost hurdle in adopting skills-based teaching practices is the lack of an easily implementable curriculum.

Learning in the 1980s, set in a classroom, in the presence of a teacher, is largely dependent on one-way monologue. Then many games like coloring pages, drawing, solving puzzles, lotto games etc become part of learning mainly in pre-nursery schools.


Computers, in the 1980s just arrived and set to change the face of gaming and learning. Firstly, organizations looked towards using online means to train their workforce and this resulted in a literal translation of classroom content to online content and multimedia did little to ensure interest levels. Then games have sneaked into the world of learning in the form of simulations and scenarios.


Technical education has become interesting because of simulations where you can play around with a nuclear submarine without creating any problem to anyone or yourself. Social video games can be seen as a way of learning as it provides immersive environments that simulate real-world problems.


Games have given learners a milieu to learn, by committing mistakes, by losing, by endearing, by engaging in dialogue, learn by doing something either as an individual or as a team. The pupil-teacher ratio is at present 42:1 at the primary and 37:1 at the upper primary level of education. This gap of ratio needs to be minimized to increase the successful implementation of social gaming. They are developing social networking and social interaction as the learner at certain stages feel the need of the help of others. No other platform is this much flexible. Games are no longer just a playful activity for kids; it has become a learning platform for everyone who is interested in it.

Today, technologically advance schools are replacing textbook learning with social video games to some extent. Some schools are trying to teach students through gaming as they're probably learning something from it. To adopt this system of learning, teachers should be well equipped with the recent technological developments and their proper training at regular intervals. This approach will help to improve learning outcomes. The video games excite students about science and motivate more youngsters to adopt a science-related career.

Will classroom education with blackboard and textbooks make way for interactive touch screens? Will homework make way for a more interesting, innovative and interactive work – will be the main questions in the offing for answers in future.



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