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Indian Institute of Technology Madras

Making Learning Engaging Through Interactive Games

Indian Institute of Technology Madras and NPTEL via Swayam

Overview

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ABOUT THE COURSE: In an era where engagement and interactivity are key to effective learning and productivity, our proposed Massive Open Online Course (MOOC) on "Games and Gamification for Learning" aims to revolutionize traditional education. This course is designed to provide a comprehensive understanding of how game principles and gamification strategies can be leveraged to enhance educational experiences in classrooms.The course's primary purpose is to equip educators with the tools and techniques needed to integrate game-based learning and gamification techniques into their teaching and training methodologies. By embracing the principles of play, competition, and rewards, participants will learn to create dynamic, immersive learning environments that captivate audiences and drive meaningful outcomes.INTENDED AUDIENCE:The intended audience includes teachers from middle school onwards up to PG faculty in colleges. Another section includes students who have done class 10 and above until PG students.This course is about making teaching interesting using games and both teacher and learner have roles to understand and contribute to this process. Hence teacher-student combinations would also hugely benefit from this course.PREREQUISITES: Anyone who has completed senior secondary school (Class 10) can take up this courseINDUSTRY SUPPORT: Gamification is increasingly becoming popular and adopted in many industries. This course can help get the learner get foundation of concepts in building gamified training materials.

Syllabus

Week 1:INTRODUCTION and MAKING A CASE FOR INTERACTIVITY
Need for interactive gamified learning.
Learnings from the Master Class titled Confessions of a Converted Lecturer" by Prof Eric Mazur
Understanding Play and its context in learning in the 21st century
Benefits of Game-Based Learning - Scientific Evidence
Learning Stoichiometry calculations using board game - Case Study
Benefits of Game-Based Learning across age groups and subjects
Benefits of Puzzle Games
Game-Based Learning - Adoption by Countries - Overview
Yu Kai Chow - Psychology of Gamification

Week 2:BOARD and CARD GAMES
Board/Card Game Activity Game Sources
Board_Card_Game_Mechanics_Across_Subjects - Part 1
Board_Card_Game_Mechanics_Across_Subjects - Part 2
Game Play of UNO adaptation
How Play/Game Mechanics Enhance Learning in the UNO Game
Tools for building Board/Card Games - Snake and Ladder
Sample Games Created Inspired by Snake and Ladder Mechanics
Sample Card Games Created Across Subjects and Different Mechanics by Students
Tools for building Bingo Games
Puzzle Game Design Tools

Week 3:DIGITAL GAMES
Mentimeter
Quizizz
Wordwall
GIMKIT - Part 1
GIMKIT - Continued
Raptivity Digital Tool Demo
Example scenarios of student and faculty-created digital games across topics

Week 4:PRACTITIONER INTERVIEWS
Prof Preeti Aghalayam (UG/PG - Chemical Engineering)
Prof Anuradha Prashant (UG/PG - Marketing Management)
Prof Ankur Gera (UG - Pharma)
Prof GK Suraish Kumar (UG/PG - BioTech Engg
Prof Jacey (UG - CS and IT)
Prof Kirupa(PSG - Management)
Prof Silviana Falcon (Management)

Taught by

Prof. Kartic Vaidyanathan

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