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Not just a trend: Inclusion of Gamification in education

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Esports has now become a multi-billion-dollar industry that has advanced in a short span of time, thanks to its growing demand considering its strength to attract people. Moreover, the abundant exposure of digitalisation of almost every format is a way of living for the millennials and Gen Z.

Identifying the popularity of esports, especially among the age-group who are still students, the new-age learning system applied its potential as a powerful, engaging tool to educate and reach students from different stages. The process can enhance students’ engagement levels to what games usually do while improving their particular skills and optimising their learning. This also proves to be a simple medium to create an inclusive and welcoming learning environment and learn in a way which they would enjoy. Education institutions are smartly blending gaming-based learning practices and esports into their curriculum, intending to maximise students’ interest in learning more while excluding any additional burden/pressure on them. The benefits of this learning process go beyond the four walls of the classroom and into the students’ lives.

Game-based elements applied for scoring points, setting a healthy competing environment among the fellow students, rooting teamwork and leadership skills, score tables, assimilating new information, testing their knowledge, and many more, allow students to be surrounded with an atmosphere that helps them with their overall development. But, among all its benefits, the best advantage of this is, it is self-teaching, giving anyone and everyone the access to use it.

Shivam Rao, as the Co-Founder and the COO of Trinity Gaming, India’s top gaming talent management company, and a gaming fanatic himself, keeps a close watch on this new trend. Some of the ways to apply gaming into education are:

1. Including points system for every academic and non-academic objective achieved:
Encouraging students through a point system to upgrade their knowledge and frame it in the best possible way, just like it is done during the offline evaluation system. On the non-academic front, there could be a points system for the students who deliver the task within a set period of time or did exceptionally well constantly.
2. Creating interesting challenges and barriers to level up
This proves to be a great encouragement material as these challenges could be anything ranging from academics to creativity or even logistics.
3. Introducing competitions
Challenging fellow students or the students from other classes is a great way to encourage students. Even teachers can join them through these challenges, forming teams, elevating teachers and students’ relations.
4. Evaluation of the performances
Giving a reality check is also important for the students to better evaluate, identify the problem, and with the support of their mentors, they find the solution to it. This is also the perfect way to identify where their strength lies. The personalised breakdown of one’s performance motivates them to work harder to achieve their goals.
5. Using different methods of ‘PROGRESSION’
The students who successfully achieve the milestone can ‘Level Up’ with rewards like extra playtime or some bonus, or it could be a session on the computers or a chance to be a class perfect for the month and so on and so forth.

Interestingly, the Indian parents and the educational institutions are adapting to this change and are coming to terms with this setup. Especially after the pandemic hit and with schools remaining shut, it was really difficult for parents to balance their professional life while ensuring their kids did not suffer from their education. However, with digital classes and the widespread growth of gamification of learning, the process was smoother.

This format makes students feel that they have the authorship over their learning process; they are not dependent and give them a sense of achievement which boosts their confidence. They are learning in a more relaxed atmosphere, and even if they encounter any failure, which can be easily turned around by simply trying again. Students are often more stress-free in the gaming environment and are not scared to make mistakes; after all, they have not been called out in the middle of the class to encounter any form of embarrassment. Instead, it allows them to uncover an intrinsic motivation to learn more. This also makes learning more measurable through the different progress indicators. Learning becomes more fun for sure, especially when they even get to explore different avatars or characters to study and play virtually at the same time. The learning process has become more than just filling worksheets.

The power of esports has not only amplified in the e-learning settings, but it has also shown some tremendous impact for corporate companies, where gamification has been introduced to train their employees. It triggers powerful human emotions such as happiness, curiosity, excitement, a sense of achievement and accomplishment. Sighting the proven positive results, several sectors are inducing gamification to advance their respective formats and generate marvellous results.

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Play’n GO Music announces release of “Hulkenberg’s Hits” playlist ahead of Monaco Race Weekend

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Play’n GO, the world’s leading casino entertainment provider, has today announced the release of the third MoneyGram Haas F1 Team playlist, Hulkenberg’s Hits, a playlist of its driver namesake’s go-to songs on race weekends.

Hulkenberg’s Hits follows the successful releases of both Ayao’s Anthems and the Haas’ Tracklist, and was personally compiled by Hulkenberg himself. Modern pop artists such as The Weeknd and Miley Cyrus feature heavily on the playlist, as the MoneyGram Haas F1 Team driver diverts slightly from the musical preferences of his Team Principal and background team.

Hulkenberg’s playlist consists of over 40 songs and affords MoneyGram Haas F1 Team fans the opportunity to share in the soundtrack that inspires one of their heroes as he prepares to line up in the VF-24 on race weekends.

Ebba Arnred, Chief Marketing Officer and Co-Founder of Play’n GO said: “We’ve been so pleased with the reaction to the MoneyGram Haas F1 Team playlists so far, so we’re ecstatic that Nico Hulkenberg has taken the time to put together his own personal playlist to share with us all. After having the pleasure of meeting Nico in Valletta last week, it’s clear that this playlist really is a reflection of his warm, energetic personality. We wish Nico, and the rest of the MoneyGram Haas F1 Team, every success in Monaco this weekend, in what’s arguably the most iconic race on the calendar.”

Nico Hulkenberg, Driver, MoneyGram Haas F1 Team said: “I’m glad to share this playlist of some of the songs that inspire and entertain me every week, and I hope you enjoy them as much as I do. It’s been a fun experience to put this playlist together, and I hope to have your support this weekend around the streets of Monaco!”

The post Play’n GO Music announces release of “Hulkenberg’s Hits” playlist ahead of Monaco Race Weekend appeared first on European Gaming Industry News.

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ESL FACEIT Group releases documentary detailing the fight for women’s equality in esports and the efforts of the ESL Impact circuit

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The ESL FACEIT Group, the world’s largest esports and gaming company, has released “Making an Impact 2023” [available here], a documentary highlighting the work done via ESL Impact toward promoting women’s esports and levelling the playing field—revealing a powerful narrative that shatters barriers, defies stereotypes and fosters an environment that’s representative and inclusive for all.

The documentary follows teams of women competing at ESL Impact live events and Global Finals at DreamHack Dallas and DreamHack Valencia. The esports athletes featured discuss the ups and downs of competition, team dynamics and the pressure to win before a backdrop of toxicity and sexism endemic to esports, including Russel “Twistzz” Van Dulken, Jonathan “EliGE” Jablonowski, Ksenia “vilga” Klyuenkova and Mounira “GooseBreeder” Dobie.

ESL Impact was launched at the beginning of 2022 as part of ESL FACEIT Group’s (EFG) #GGFORALL program. For over two years, it has set a standard for supporting DE&I in Counter-Strike esports by providing women teams, broadcast talent, and support staff additional opportunities to follow their dreams of being a part of the professional esports scene.

Over the past four seasons, the ecosystem has cemented itself as the hold for premier women’s Counter-Strike competition, and created critical pipelines for players and teams to grow – the league has increased participation in women’s esports by 25 percent and empowered women to break into the traditionally male-dominated industry.

Happy to connect you with a member of the ESL Impact team to learn more about what’s revealed in the documentary, the broader issues of toxicity within gaming and the powerful effect the circuit is having on women’s esports.

The post ESL FACEIT Group releases documentary detailing the fight for women’s equality in esports and the efforts of the ESL Impact circuit appeared first on European Gaming Industry News.

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Move and earn leader STEPN drops new app and gaming token

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FSL, the global gaming and development studio behind web3 lifestyle app STEPN, NFT marketplace MOOAR, and social-strategy game Gas Hero, has officially announced the launch of STEPN GO. The new product is a social lifestyle app that rewards your daily movement and social interactions. Today marks an exciting milestone with the release of the STEPN GO Whitepaper and Tokenomic model. The game introduces a new token, GO GAME TOKEN (GGT), which users can earn by walking, jogging, and running with digital NFT Sneakers. There will also be a PvP game feature that allows users to earn GMT, the FSL Ecosystem token.

The original STEPN app was launched in 2021 and remains the world’s leading ‘Move and Earn’ application, pioneering the genre of gamified web3 fitness applications. With over 5.6 million registered users and over 1 million Sneaker NFTs owned by players, STEPN achieved monumental success, acquiring a global community. STEPN has partnered with prolific brands over the years including ASICS, Steve Aoki, and most recently adidas. STEPN was also the first blockchain gaming app to integrate Apple Pay, creating a seamless onboarding experience for web2 native users.

Yawn Rong, Co-Founder of FSL commented, “The STEPN community has been requesting social features within the app since the early days of STEPN. Therefore, we’re so excited to reveal these new features, which will propel STEPN GO into mainstream adoption. In addition to the Haus Mechanism and Interactive Map, we will also implement PvP elements within the app. Community is at the heart of everything we do at FSL, and we are ecstatic to announce this monumental milestone today, reinforcing our commitment to empowering and engaging our users.”

Building on the success of STEPN, FSL has designed unique social features within STEPN GO. The first key social element is the ‘Haus System’, which is a lending system that allows users to share their Sneaker NFTs with friends and family members who are new to the app, and split their earnings. This system will enable easy onboarding for new users to enjoy the app and kickstart their fitness journey. Another unique feature will be the ‘Interactive Map’, which will allow users to see other players’ avatars and even add them as friends within the platform. This Interactive Map will also allow users to drop messages that can be found by other players out doing STEPN GO runs.

Jerry Huang, Co-Founder of FSL added, “With STEPN GO, anyone can onboard their friends and family to web3 without needing to create a wallet or even buy NFTs. Exercise will be more fun and rewarding. We will combine fitness with many enjoyable experiences, including having your own customizable avatars with unique outfits!”

The Alpha Version of STEPN GO is set to launch by Q3 2024 with a Sneaker NFT Alpha Prize Draw lasting one month. A total of 3,000 Sneaker NFTs will be distributed within the app. To enter, users will be required to lock GMT. Access to the Alpha Prize Draw will be limited to FSL ID users, ensuring the most loyal FSL community members are rewarded. An additional 2,000 Sneakers will also be given away via the STEPN X account and STEPN GO Discord. Make sure to follow STEPN on X for your chance to win a Sneaker and gain early access.

The post Move and earn leader STEPN drops new app and gaming token appeared first on European Gaming Industry News.

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