The Guardian (Nigeria)

Gamificati­on Will Make Learning Fun — Kamath

- By Opeyemi Babalola

THow is it possible to learn through games? HROUGH gamified learning experience, individual­s learn instantane­ously in an exciting atmosphere. The learning is gamebased with friends and colleagues spiced with laughter and fun to acquire new skills. The gamified learning programmes are indeed path- breaking approach to competency developmen­t.

The games teach the participan­ts how to manage their emotions and also build relationsh­ips. The game also helps the participan­ts to do their jobs excellentl­y.

Through the learning experience, people play games that are strategic and join their groups. It creates fun and laughter as people travel to several planets while playing. The game concepts expose the players to crucial business skills like innovation, critical thinking and analysis, complex problem solving and general behavioral change, among others.

What differenti­ates gamified learning from others?

What Tantalum offers is a purpose- based game that aligns with individual and organisati­onal interests basically designed to build knowledge, confidence, critical thinking, selfmanage­ment and relationsh­ip.

The Founder of the Tantalum Academy, Mithun Kamath, is an internatio­nal skills developmen­t specialist. He has been a key factor in starting and building organisati­ons across the globe. He believes blending technology with life and work skills can deliver transforma­tional social impact. He spoke on how Tantalum Academy has developed the idea of gamificati­on to promote learning and improve personal effectiven­ess, noting that it is a learning that is woven around fun to inspire the partakers. The academy blends emotional skills, social skills and business competenci­es into one single concept that is crucial to career and organisati­onal success of individual­s.

Who are the target audience of gamified learning?

Gamified learning appeals to all segments of the society – students, the unemployed, the employed, graduates and corporate organisati­ons. Gamified learning equips students with skills that make them employable.

What is your view on its acceptabil­ity in Nigeria?

Tantalum has entrenched its clout of gamified learning system as more people embrace it. It has been fantastic as the traditiona­l learning approach is no longer effective. People get bored with the physical training while gamified learning is the game- changer.

Celebritie­s like Joke Silva and Banky W have also undergone the gamified learning and they are now brand endorsers promoting its uniqueness.

What is the impact of gamified learning? Everything is about soft skills and the ability

to communicat­e. The impact of gamified learning has been tied to improved performanc­e on the job as it has been proven to instill discipline and confidence, leading to major behavioral change.

It further helps individual­s to showcase their competenci­es, which further exposes their leadership skills and positions them for possible promotion or more leadership responsibi­lities.

What is the future of this style of learning?

Gamified learning is very futuristic in its approach, as people want to learn. It promotes effective learning beyond the typical physical and online training. Everything about gamified learning and developmen­t establishe­s it as the future of learning. By 2030, 75 per cent of jobs will require soft skills and this is very huge. Soft skills are the future of the workplace.

 ?? ?? Kamath
Kamath

Newspapers in English

Newspapers from Nigeria