(18.221.245.196)
Users online: 11971     
Ijournet
Email id
 

Year : 2022, Volume : 13, Issue : 1and2
First page : ( 1) Last page : ( 13)
Print ISSN : 2231-0681. Online ISSN : 2231-069X. Published online : 2022  17.
Article DOI : 10.5958/2231-069X.2022.00001.4

Excellence Through Digitally Blended Learning Scope of Gamified Learning in Indian Marketplace

Gujarathi Rutu1,*, Ruikar Aniket2

1Prin L.N. Welingkar Institute of Management Development and Research, Mumbai, Maharashtra, India

2MMS 2021-23, Prin L.N. Welingkar Institute of Management Development and Research, Mumbai, Maharashtra, India

*Corresponding author email id: rutu.gujarathi@welingkar.org

Online Published on 17 August, 2023.

Abstract

People all over the world were forced to move their lives online in the face of widespread lockdowns, from studying and socialising to shopping. This fusion of our existence and the internet has resulted in a significant utilisation of interactive games as learning aids, by taking advantage of the web’s digital, innovative, and interactive scope and depth. Gamification of learning is an educational method that introduces game elements into learning environments to bridge the gap between ‘work’ and ‘play.’ Like play-based learning, it makes processes effective, appealing, and unforgettable, leading to increased knowledge and information retention. In a nutshell, this approach seeks to make the challenging aspects of acquiring knowledge more exciting to accomplish. While some teachers may accuse gamification of being less than serious about education. This could be due to the historical separation of work and play, which maintains the belief that the classroom cannot be a place for games and fun. After all, we all want the best for our children, especially when it comes to their education. Hence understanding the psyche of your customers is important, and it often requires a careful examination to identify their desires or purchase patterns to understand their requirements and surpass their expectations. The purpose of this research paper is to identify the scope of gamified learning in the Indian marketplace. We did an effective product research by identifying the SWOT analysis & market segmentation. Following which we created buyer personas and empathy mapping to understand the Indian market’s needs, demands, and overall views on the product. To summarise, we discovered that there is a potential market for the product in India; we must target school-aged children (ages 6 to 13), as well as their parents and teachers. Priority should be given to tier 1 and tier 2 cities, where parents and children have been identified as being more tech-savvy. Digital marketing allows for less expensive access to a larger audience, which can be used to increase market penetration. Furthermore, the platform’s content should be well organised & to improve the learning experience animated concept videos & simulation-based learning should be added to the product. Being an Edu-tech product, it must establish strong brand recognition and customer loyalty in the marketplace.

Top

Keywords

Gamification, E-learning, Game-based learning, Empathy map, Product research.

Top

  
║ Site map ║ Privacy Policy ║ Copyright ║ Terms & Conditions ║ Page Rank Tool
746,566,846 visitor(s) since 30th May, 2005.
All rights reserved. Site designed and maintained by DIVA ENTERPRISES PVT. LTD..
Note: Please use Internet Explorer (6.0 or above). Some functionalities may not work in other browsers.