Education By Gamification Using KBG 1 Methodology |
Traditional Education In The Classroom |
It includes education through questions and answers, which center around creating a certain level of curiosity in the students brains ,so they yearns for information, which leads to longlasting memory. |
In its general form, it lacks a simulation of the mechanisms of learning within the minds of the new generations that have experienced technology since its early days. All the old methods of education, which created many scientists and innovators, are no longer appropriate with the mentality and behavior of the new technological generations, so the student became quickly bored and could not wait for information to be received. Not only that, but most of them no longer follow TV channels to watch a specific movie or program, alternatively go to YouTube and the Internet sites using their smartphone, these temptations are now canceling the remaining effect of the normal educational incentives. |
There is a fair distribution of teaching on all categories of students, whether they are most privileged or the less fortunate, where the weak student can compensate for educational achievement through the availability of repetition in solving questions from differentangles, also this may apply to smart students when they are unable to understand information from one angle or . |
Within the classroom or classroom there is a group of distinguished students who always appear in the picture, while the rest of the less fortunate students become more shy and therefore there is no fair distribution of the learning and knowledge process |
The less fortunate students can take extra care for themselves if they spend more time in the process of answering the questions and knowing the correct answer for each wrong attempt |
It is difficult to give less fortunate students an extra care that creates the opportunity for them to obtain high results when sitting for exams, especially in public and overcrowded schools. |
Although the KPG1 methodology relies on the concept of learning through gamification, it allows the student to watch an explanatory video to prepare for the educational material in advance before starting to answer the questions |
It depends on the method of indoctrination at a very high rate |
The role of the teacher is more creative / by using the diagnostic reports, the teacher can analyze the weaknesses of the students, and emmidiately enhance learning by adding new content , targeting the highest level of awareness and knowledge |
The role of the teacher is very typical |
The teacher can easily develop specific content and make it available to students according to the situation , especially in difficult circumstances in which students cannot attend school |
Difficulty communicating with students on holidays, especially unplanned holidays |
The KBG 1 methodology is based on moral incentives (medals, medals, and competition at the level of the class / school / region / country) and material incentives ( prizes can be earned by the student based on his efforts and perseverance, where the school administration allocates a set of awards and determines the number of points required to obtain them ) |
Education may be a burden on students due to the lack of incentives |
The e best level of quality of education will be gained from most qualified teachers for all students |
Disparity in the quality of education among teachers |
The student can learn at any time, anywhere and in a stimulating manner |
Weak students' desire to learn or study outside school hours |
Develop students' skills in self-learning |
Reliance heavily on the teacher or sometimes on private lessons |
Comprehensive use of visual technology |
Visual and interactive media are rarely used |
One of the results of learning in a way that raises curiosity through the questions, then we know the reason for not answering the correct one, cause knowledge long-lasting. |
Memory retention for a relatively short period |