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.
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.
From my perspective, the team can consider the way we approach and deliver our programs/products.
We can start with the narratives of the course that focused on mindset-changing then how the participants have improved since our courses and reports. Then reason why we not only work with young people but care more about the children with the learning space and other classes.
That's the way people will notice and accept our efforts in Vietnam.
Then we can tell about our extracurricular activities with children to show that the children's mindset, characters... Are established or affected mostly from the schools, then the reasons we made a decision to work with schools and teachers. Not in order to replace schools or teachers but to collaborate with them to equip students in the world of VUCA.
With the same input (homeworks) we can bring a new results (human beings).
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.
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.
From my perspective, the team can consider the way we approach and deliver our programs/products.
We can start with the narratives of the course that focused on mindset-changing then how the participants have improved since our courses and reports. Then reason why we not only work with young people but care more about the children with the learning space and other classes.
That's the way people will notice and accept our efforts in Vietnam.
Then we can tell about our extracurricular activities with children to show that the children's mindset, characters... Are established or affected mostly from the schools, then the reasons we made a decision to work with schools and teachers. Not in order to replace schools or teachers but to collaborate with them to equip students in the world of VUCA.
With the same input (homeworks) we can bring a new results (human beings).