RECO: Gamified Learning for Recognizing Shapes and Patterns
摘要
Due to rapid changes in technology and situations like the COVID-19 pandemic of 2020 there was widespread disruption, resulting in heightened fear, stress, and mental health issues, particularly in the education sector. The transition to online learning facilitated access to information but necessitated that students cultivate self-motivated learning strategies and adapt to new methodologies. This situation emphasized the importance of emotional, mental, and social well-being, as well as the development of cognitive skills, critical thinking, adaptability, and communication in the context of Industry 4.0. The government of India also implemented a new education policy in 2020, the National Education Policy (NEP), which translates the idea of holistic learning, developing an inclusive society, and providing equal opportunities for learning for all. In response, this research led to the creation of a game aimed at enhancing engagement and motivation during these challenging times. Focusing on spatial thinking, decision-making, and adaptability through shape, pattern, alignment, and color recognition, the development process included extensive primary and secondary research, integrating insights from educational theories and learning obstacles. Game design thinking guided the conceptualization and structuring of the game, followed by multiple playtesting rounds to refine gameplay and achieve educational and motivational objectives. The outcome is a versatile tool that addresses the complexities of remote learning and serves as a dynamic and engaging means of developing critical skills in a rapidly evolving environment.