On Your Mark, Get Set, Grow
Kids aren’t sedentary by nature. They are curious, creative, and they learn through socialising playing, watching, and, most of all, by doing.
There is plenty of research to support the fact that passive teaching does not support young people’s retention of information, and the learning pyramid is a prime example of how passive teaching is not necessarily the most effective way of getting young people to learn.
Fanzland employs techniques used in real-time strategy games and massively popular multiplayer online games which are, in effect, interactive simulations where young people learn by doing. They try things, and see what works and what does not. And they get to practice what does work, and get better and better.
Like any great game, we provide a compelling storyline that takes young people on a journey through a series of experiential learning and participation challenges, designed in a way that allows young people to play and learn at their own pace, in their own way, resulting in a desire to participate often and triggering a veritable explosion of motivation.
As you can see from the illustration, passive viewing simply does not engage a young person’s senses in the manner that active participation does.
The benefits of active participation are significant. Positive outcomes of engagement include a decrease in the rate of substance abuse, a decrease in negative behaviour, an increase in academic performance and a more meaningful connection with communities.
Gamifying Real-Life Participation
Today’s tech savvy young people don’t just consume media together; they use it to create, solve problems, explore, and build things.
Young people who come up with their own ways of working through problems using a problem-based learning approach are more curious, thoughtful, engaged, and motivated.
At Fanzland we adopt active learning strategies where tasks and challenges are designed around real, open-ended projects that are approached in groups and where all participants are active, and responsibility is shared.
The key to this strategy is letting young people develop their own approaches for solving a social problem or completing a challenge. They will develop flexibility, and will learn to listen, to think together, and to play with possibility.
By employing experiential learning and role-modelling techniques through gamification, we provide young people with a safe virtual environment for engaging in playful problem solving, while cultivating their creative and critical thinking skills, and this will empower young people as they experience a sense of achievement.