A Platform where we add game aspects and elements around daily activities, like rewarding badges and points for completing certain activity, thereby motivating the students to perform their daily activities and also keeping them engaged and excited. All these activities improve qualities of engagement, participation, motivation, enjoyment, productivity, sense of achievement and sense of accomplishment. More than 15 studies have been done on the subject of gamification in education and they have demonstrated that Game-Based Activity Platforms have only made the learning method better than what it had been for decades.
Competitive Learning is the form of online contests that come with global and regional leaderboards, where students can track their performance and keep moving up by participating in E-Olympiads. Students can not only perform within the same school but can also compete with different schools all across the world. Students are exposed to the brightest young minds in the world. This will not only give them confidence but also give them friends for life.
Involves gamifying the school curriculum content, to make it more appealing to the students and also motivating them to study, thereby improving their performance. Game-based learning is the practice of using games to enhance the learning experience. A good example is the use of Monopoly in the classroom to teach children about banking and money, or using Scrabble to get students thinking about words.