An Innovative Intervention by using of Games towards Teaching-Learning &Evaluation: Special Reference to Higher Education in India

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Dr. Deepali Rani Sahoo


Background: The study is related to India's higher education system.Students today face more challenges than at any previous moment in history as a result. Serving a diverse group of students from those who excel academically to those who lack the prerequisite skills for college-level work is a challenge for Indian schools and universities. Transparency in the setting of online instruction, assessment, and learning.

Objectives: The main objective of the study is to find out the outcomes relating to using of games tools and techniques for assistance on assignments and learning activities, which are only briefly covered in the curriculum but covered in great detail on the learning platform. The educator must present an example of an educator-facilitated active, student-centered learning process where students are held accountable for their active participation and self-directed learning while juggling a facilitator position in order to further improve the learning process.

Methodology:This study will look at the state of higher education right now and the difficulties law schools and colleges are having. It is a descriptive and qualitative research. It will also look at innovation, including some of the difficulties and successes in doing so in the field of higher education.

Result and Findings: The study is extremely original and the first of its type to highlight the difficulties and successes when utilising games as a tool for teaching, learning, and assessment, which will give law colleges and universities clear guidance. In addition, this research makes some recommendations for changes that may be made to any campus in order to increase productivity and results.

Conclusion: This study makes perfect sense that higher education opting colleges and universities would be the institutions of innovation given the abundance of educated and creative students. In both rural and urban parts of India, this study paper offers a bird's-eye view of how games could be used as teaching, learning, and assessment tools, particularly in case of higher education.

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