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e-Learning Offerings K- Design

While it is commonly accepted that information technology has changed how we work, live, learn and entertain, the impact that IT has had on our learners is yet to translate into suitable actions to change the learning process. People's attitudes and aptitudes are now increasingly shaped by an IT and media-rich environment. Games are no longer just for fun; they offer potentially powerful learning environments. There are many attributes of games that make them pedagogically sound learning environments. Largely self-directed and internally motivated, learning is unconstrained by time, place or formal learning structures. Games represent an informal learning environment.

Kalzoom uses game techniques in creating exciting new way of delivering learning and disseminating knowledge to various stakeholders. Coupled with a powerful engine to track and monitor performance and provide focused feedback on performance or understanding on a given subject, Kalzoom has built unique approaches to gaming in learning, be it the academic or the corporate environment.

Kalzoom specializes in creating original games and also uses game frameworks already designed to customize for a given project. Kalzoom adopts an integrated approach to game design for e-Learning by addressing four key dimensions namely, Instructional Design, Gaming Technology, Creative Concepts and the Learning.

Kalzoom's Game Design Approach

  • Activates prior learning: Games require facts. In some cases games are based on understanding topics such as mythology, geology, meteorology, science or history. Players must use previously learned information and learn new facts - to move to higher levels of gameplay.
  • Context: Context is important in games. Knowing what information or techniques to apply in which situations enables greater success.
  • Feedback and assessment: Games provide ample feedback on the player's progress. Scoring, reaching different levels and ultimately winning provide rich feedback and assessment. (Online help can provide just-in-time remediation, as well.)
  • Transfer: Games require transfer of learning from other venues - life, school and other games. Being able to see the connection and transfer existing learning to a unique situation is part of gameplay.
  • Experiential: Games are inherently experiential. Those who play games engage multiple senses. For each action, there is a reaction. Feedback is swift. Learning is often by trial and error, hypotheses are tested and users learn from the results.
  • Social: Games are often social environments, sometimes involving large distributed communities.
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