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Blue's avatar

About the gamifying approach to growing a student's perspective, I would recommend expanding the base of NFC cards into a more digital format. Although the programme's card-based games are quite simple and easy to understand & learn from for students since it is quite similar to board games, physical cards and sets is still necessary in order to access these lessons which some may not have the time or circumstances to get. An alternative form such as a web-browser game or a game app such as the "Hungry Hearts Diner" series would definitely introduce the goal of the group to a more audiences especially if the stories written within can deliver a strong message.

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ELF001's avatar

By reorienting the emphasis from test results to mentality development, a group of educators and innovators set out to revolutionize education. Gamified learning, AI-driven insights, and real-world challenges were introduced to promote adaptation, empathy, and critical thinking, all of which are required for global citizenship. They persisted in the face of opposition from established structures, motivating change via introspection and narrative. Their experiments, such as Tap Tap and NFC-based challenges, have encouraging outcomes in influencing pupils' perspectives. They sought to expand their vision in accordance with international frameworks, holding that education is about more than just imparting knowledge; it is also about forming resilient, introspective people who will shape the future.

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