knowledge through play and incentives (gamification )

The first comprehensive solution ( software & application ) for education and training using the same mechanism as games

knowledge through play and incentives (gamification )

KBG - one is the first comprehensive solution  for education and training by playing (gamification ) , developed using the same mechanism as games, with the aim of helping to overcome most of the problems and obstacles of education , the most important of which are:

First: Overcoming the problem of the student's lack of self-motivation resulting from the increase in technological means of entertainment, through the development of a moral and material stimulation mechanism, represented by granting the student who spends more time studying material prizes that are won according to the student's efforts and not by luck. 

Second: Overcoming the educational attainment gap between smart students and less fortunate students, through the KBG1 methodology; that relies on making up for any educational gap by repeating learning several times from different educational angles.

Third: Overcoming the gap in the quality of education between the geographically distant regions and those close to the center of the capital, by giving the same quality of education to each student, regardless of students residence locations .

Fourth: Overcoming of generational gaps in  traditional  teaching methods  that   do not keep pace with the behavior and preferences of the new generations, who have grown up with technology, by simulating electronic games in serious education .Using  KBG1 methodology that is based  on achieving educational goals through "questions and answers" to increase the effectiveness of learning with a tactic of  arousing curiosity and suspense , to make  learners  get knowledge after longing for it.

Fifth: Overcoming the problems of remote learning, related to the difficulty of self-learning in the absence of the teacher, by promoting self-education that takes into account all possibilities required to achieve the educational goals, in addition to enhancing the explanation with pictures, videos and other means.

Sixth: Overcoming the problem of slow learning as a result of the relatively large number of students per teacher, through the features of rapid learning using KBG-one.

Seventh: Overcoming the problem of the high costs of reinforcement education (private lessons and others) through KBG1, which gives the student the best quality of education  while giving  an opportunity for repetition of learning for the same idea from different  perspectives, in addition to making learning available at any place or time.

Eighth: Overcoming the challenge of developing the role of the teacher, through KBG-1, which gives the teacher the opportunity to become an analytical, diagnostic and guiding role instead of an indoctrination.