In 2015, all of the member States of the United Nations adopted the Sustainable Development Goals (SDGs or Global Goals). The objective behind these goals is to invest in a better and sustainable future for all by 2030. Among the targeted objectives, the crucial ones pertaining to social and emotional learning (SEL) include Good Health and Well-Being (#3) Quality Education (#4), Decent Work and Economic Growth (#8), Reduced Inequalities (#10) and Sustainable Cities and Communities (#11).
Keeping in line with these goals, UNESCO is partnering with various organizations across the globe to help them achieve their Target 4.7, which aims to ensure that all learners are provided with the knowledge and skills necessary for sustainable development and way of living. UNESCO MGIEP aims to build social and emotional skills through education to empower the current and future generations.
The current educational system, not just in countries like India but others as well, focuses on the academic achievements of its students. It doesn’t, however, give enough emphasis to their social skills and emotional well-being.
We, at PlayQraft, use games as a medium to connect with the learners and bridge this gap in the educational curriculum.
Our vision is to work with educational institutions and private organizations to help them achieve the Sustainable Development Goals of 2030 by developing social and emotional skills through digital and unplugged (non-digital or technology-independent) games.
How we do it
A not-so-modern approach to learning through fun
Games have been used as a way of teaching for ages. According to an independent survey conducted by Divya Menon, the Founder of PlayQraft, around 88% of children between the ages of 3 to 16 years have access to one or more digital devices. Among them, 51% of children spend an average of 1-3 hours per day either playing online games or watching videos.
It has been proven in numerous studies using games as a learning approach that games can engage players with the storyline and immerse them into the gameplay with appropriate game mechanics. Players interact with games at an emotional and psychological level. Games can generate an intrinsic interest and if used effectively, the right game mechanics can help in keeping a player motivated to continue playing the game. Hence, at PlayQraft, we aim to bring back the fun in games and use both digital and unplugged games to help you achieve your desired learning outcomes in social and emotional skills.
In most schools in India, the average class size ranges from 25-40 students. Children spend approximately 7 hours in school. This duration is divided between classes for STEM subjects (Science, Technology, Engineering, and Mathematics) as well as languages and arts. With the remaining time, they get the opportunity to pursue their interest in sports or other extracurricular activities. While there’s no denying the importance of all of these subjects and activities, there isn’t enough emphasis being given to the development of their behavioural skills.
Most parents and educators would confirm that social and emotional skills can and should be taught at home. However, is there a way to guarantee that children will learn the same standards of self-awareness and acceptable behaviour? Moreover, many children do not discuss the challenges they face outside the home environment with their parents, guardians, or educators. Given this context, it becomes imperative to offer them avenues to become aware about the various social challenges they might be experiencing, and to help them in developing the essential skills that will empower them to handle them.
PlayQraft interacts with students and works with other stakeholders to understand this gap and design the most suitable serious game that can help them achieve their learning goals.
What we offer
Game-based learning uses a learning process in which games are designed with targeted gaming and learning mechanics to engage students. It helps them explore the learning context and achieve specific learning objectives.
Gamification integrates game mechanics, such as badges, scores, etc., with an existing lesson plan. It is supported by elaborate debriefing sessions to help the learners connect with the topic and achieve the required learning objectives.
These refer to the skills required by an individual to manage their emotions, maintain healthy relationships, practice empathy and tolerance, and handle social challenges effectively. These skills help children manage themselves, can improve their academic performance, and help them be socially aware and responsible.
World Health Organization lists the following as essential skills in their 2019 handbook on School-based Violence Prevention: self-awareness, self-management, social awareness, relationship skills, and responsible decision-making. We use this framework to design and offer customized solutions to our clients.