Gamification is a technology that can make even boring tasks interesting. All that is needed is to come up with a game and determine the motivation of the players. The main question is - how to make the most of these technology in an educational context?Read more about Gamification in education
Kidget: way to develop the digital literacy
A mobile app for development of the digital literacy
KIDGET is a gamificated learning system for a pupil. In the storytelling format, the user is suggested to complete interesting tasks with the hero and learn the basics of digital literacy.
Irina Zhikharevich – social engineer, web developer
Evgenia Oganisian – interface designer
Aleksandra Pavlenko – script designer
Arina Romanovskaya – system analyst
We present a mobile application named KIDGET, which implements a training system with elements of game learning. The service is executed for two types of users: teachers and students. The teacher creates a virtual group and the system generates a PIN code for it. Next, the teacher shares the PIN code with the students. They join a created group using PIN code with their gadgets. On the screen, students choose one of four sections: about financial, communicative, computer or information literacy. In each section, student is invited to take an entertaining test on the relevant topic. System counts the number of correct and incorrect answers, displays the result of the players, assigns them special status (for example, “Financial Literacy Specialist”, “Expert in Online Communication”). Teacher can track the progress of students in a particular game session and mark it to the real grades in the grade book. A digital literacy textbook and all theoretical background are constantly available to users. Consider the section about financial literacy. Here a student meets the main hero — Gosha. We use the elements of storytelling: “Gosha studied well this year, and his parents decided to gift him a bicycle. Dad handed the boy a debit card and offered to purchase on his own. Gosha was confused because he hasn't ever faced something like that! Let's help Gosha to buy a bike and have a great summer. ”Further, a student is invited to choose a suitable site for buying a bicycle among the proposed options. The next step is a theory, and a student understands - if he has given the correct answer or not.
Solution target group
The target group is schoolchildren aged 10 to 16 years old. This solution will affect pupils from the fourth to ninth grade, as well as their teachers. Tests and assessments may be less stressful and more interesting to pupils thanks to the gamification. A new approach to learning is expected to be developed.
Our solution will help to learn the fundamental concepts of digital literacy, to develop awareness among children, and to adopt skills on how to behave on the Internet.
Solution tweet textKIDGET is a gamification learning system for a pupil. In the storytelling format, the user is suggested to complete interesting tasks with the hero and learn the basics of digital literacy.
The originality of the presented idea is that there is no proposal on the digital market like this one. That would be informative and entertaining at the same time.
The project can be scaled in several directions: increasing the number of topics in the textbook mode and game mode, creating a personal account, long-term storage of personal user information, displaying statistics of passed tests.
Solution team work
Our team had a clear separation of duties. Everyone had his task, and as a result, there were no conflicts situations.
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