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OMR, Padur, Chennai – 603 103.

FACULTY DEVELOPMENT PROGRAMME


On

GAMIFICATION STRATEGIES FOR


GEN Z LEARNERS
(11th to 16th November, 2024)
Organized by

JEPPIAAR COLLEGE OF ARTS AND SCIENCE


In association with

DEPARTMENT OF COMPUTER SCIENCE & APPLICATIONS

Sponsored by

All India Council for Technical Education (AICTE) ATAL


Academy, Govt. of India, New Delhi
AICTE TRAINING AND LEARNING (ATAL) ACADEMY

AICTE Training and Learning(ATAL) Academy is established to empower faculty to


achieve goals of Higher Education such as access, equity and quality. AICTE is
committed for development of quality technical education in the country by
initiating various schemes launched by Govt. of India, Ministry of Human
Resource Development e.g. SWAYAM, MOOCs, Start-up Initiatives, Prime Minister
Kaushal Vikas Yojana, Sansad Adarsh Gram Yojana (SAGY), Swachh
Bharat/Unnat Bharat Abhiyan, Yoga Activities etc. Council understand that there
is a need of the day to train the young generation in skill sector and having faculty
& technicians to be trained in their respective disciplines. It was felt that Training
with latest tools and technologies is vital to keeping an institute competitive and
more productive.Training is required for increasing the knowledge and skills of
students to make them more employable to acquire global competencies. It also
transforms them to harmonize with society and most importantly to make them
a good citizen of the country, which support for technical incubation and
entrepreneurial activities.
Further more, the higher education system is passing through a transformational
phase to cope up with the global trends. National Education Policy(NEP)-2020 is a
light house for this journey of transformation. Quality teachers’ community is
always a potential force to enforce the changes and plays a pivotal role in
development of knowledge building, knowledge sharing and its dissemination. In
the extant scenario with disruptive technological advancements, role of higher
education teachers is more important than it ever was. NEP-2020 envisages
empowerment of higher education teachers with series of capacity building
trainings and workshops to prepare them to identify, define and implement the
changes. The dream of Vishwa Guru cannot be reinforced without the active role
of potential masses of quality higher education teachers.

PREAMBLE

This FDP is designed to address advancements in Education,


professionals’/students/academicians towards research and for their Academic
Quality Improvement too. This course will offer gamification strategies which are
essential for engaging Gen Z learners, motivating them to participate actively in
the learning process, and fostering the development of essential skills needed for
success in the 21st century. Also, this FDP aims at giving scope for future research.
OBJECTIVES AND CONTEXT

The objective of the FDP is to provide a platform for Faculty members to


understand how to fully engage this generation of learners. Gen Z students
become bored, distracted, and disconnected from their classroom very easily.
The teachers find it daunting to keep them engaged during the sessions. To
reimagine learning for the 21st century, innovative new platforms are emerging
that leverage gamification and game-based learning. These approaches tap
into students’ natural motivations and interests to create captivating,
memorable educational experiences. The objective of the FDP -
1. to create awareness among faculty members on gamification
2. to provide hands - on game creation experience
3. to highlight career choices in the field of gamification
4. to hand hold in creating gaming tools for classroom
5. to stimulate creativity among teaching fraternity

RELEVANCE

Training in gamification strategies can be beneficial for various professionals


involved in education, training, and development efforts. Training in gamification
strategies can help teachers and educators create more engaging and effective
learning experiences for their students. They can learn how to incorporate game
elements into their lesson plans, design gamified assessments, and utilize digital
tools and platforms to enhance learning outcomes. Professionals involved in
corporate training and development can benefit from training in gamification
strategies to create more effective training programs for employees. They can
learn how to design gamified simulations, use game-based scenarios to teach
job-related skills, and implement reward systems to motivate employees to
participate in training activities. This FDP will be suitable for faculties and young
scientists from academic institutes.

BENEFITS TO FACULTY

This FDP aims at equipping the faculty with skills


and knowledge that are essential for inculcating
moral values in students and guiding and
monitoring their progress towards professional
career.
Gamification has been shown to improve
learning outcomes by increasing knowledge
retention, comprehension, and application.
Interactive and immersive learning experiences
help learners understand and remember
complex concepts more effectively than
traditional methods.
EXPECTED OUTCOME

The outcomes of this FDP contribute to the overall goal of improving the quality of
education and ensuring that faculty members are equipped to meet the
challenges of modern educational environments and addressing the needs of
Gen Z students. After taking part in the FDP, the participants can -
1. create games relevant for their subjects
2. understand gaming to be an effective tool in classroom engagement
3. educate students about career choices in the field of gamification
4. make learning to be fun activity
5. integrate gaming in Learning Management System as a module
6. use available resources to create gaming tools

ABOUT JEPPIAAR COLLEGE OF ARTS AND SCIENCE CHENNAI

JEPPIAAR COLLEGE OF ARTS AND SCIENCE under Sivaraja Ramalingam Trust was
instituted in the year 2019 as a co-educational institution approved by the
Government of Tamil Nadu and affiliated with the University of Madras. The trust
was established with a philanthropic outlook, serving society in the fields of
education. The trustees, with rich experience and wide knowledge in education,
have dedicated themselves to working for the development of society in
education by starting various institutions. A very few institutions can proudly
flaunt this tag, and among them, the JEPPIAAR College of Arts and Science stands
tall, imparting excellence in arts and expertise in science. The college is the
visionary dream of Col. Dr. JEPPIAAR, who envisioned an enriching education that
will equip the students with life skills, enhance their innate capabilities, and
empower them to adorn the zenith of their careers. The sprawling campus is
located in a salubrious ambience away from the hustle and bustle of the
metropolitan city. The state-of-the-art facilities enable the students to have
access to the latest developments in the subject domains and explore the
nuances of the same.

ABOUT COMPUTER SCIENCE & APPLICATIONS

To provide the best leading programmers in computer applications who are


recognized as the best all over the world by promoting innovative research in the
core computer application as well as multidisciplinary application areas.
• By imparting quality education to students.
• To assist students in securing employment in top Indian IT firms.
• To generate and share information for the benefit of humankind.
• To create a center of excellence in cooperation with businesses, universities,
and other organizations in order to address the evolvingrequirements of
society.
• To promote students’ entrepreneurial abilities.
TARGET AND NUMBER OF PARTICIPANTS:
Assistant Professors/Associate Professor/Ph.D. Scholars/PG students

NUMBER AND LEVEL OF GUEST SPEAKERS:


The resource persons are from leading national/international Institutions/Universities
and industry experts.
Number of resource persons is 6

REGISTRATION FEE PARTICULARS: No Fee


RESOURCE PERSONS:
Young & Energetic eminent & finest Researchers & Faculty from Reputed institutions
and Industry experts.

ELIGIBILITY:
The faculty members of the AICTE approved institutions, Research scholars, PG
Scholars, participants from Government,Industry Bureaucrats/Technicians/
Professionals/School Teachers and staff of host institutions.
Associate Professors/senior Assistant Professors from Higher Educational Engineering
Institutions / University who have preferably attended Basic ATAL FDP on the related
emerging area, who wish to become the motivators, trainers & facilitators of
technology.

IMPORTANT INFORMATION:
The certificates shall be issued to those participants who are registered on ATAL portal
www.aicte-india.org/atal and attend the program with minimum 80% attendance and
score minimum 60% marks in the test. For more details refer this link
https://atalacademy.aicte-india.org/FAQs

HOW TO APPLY
Participants are required to apply through AICTEATAL registration Link:
https://atalacademy.aicte-india.org/signup

SELECTION CRITERIA:
As per AICTE ATAL guide lines & first-cum-first-serve basis (Maximum Limit: 50).

Important Note: Certificate will be issued subject if approved participants attend


all sessions of the FDP,and other essential requirements as per ATALFDP guidelines.

Last date to Register: 30-10-2024

COORDINATORS:
Dr Lavanya L
Dr Monika G
Principal
Head & Assistant professor
Jeppiaar College of arts and science
Email: [email protected]
Email: [email protected] Mobile: 9791029061
Mobile: 7010438778
TENTATIVE PROGRAMME SCHEDULE
(ATAL Faculty Development Programme)
FDP Tentative Schedule

DAY 1 DAY 2

09:00 – 09:30 09:30 – 12:00


Inauguration
SESSION 3
09:30 – 12:00 1. Name of the Expert:
Dr. M. Charles Arockiaraj
SESSION 1 2. Designation: Associate Professor
1. Name of the Expert: Dr. N. Ganesh 3. Organization: AMC Engineering
2. Designation: Associate Professor-Senior College, Bangalore
3. Organization: VIT, Chennai 4. Experience in Years:
4. Experience in Years: 20 5. Topic to be taught:
Gamification in Education:
5. Topic to be taught:
Career Ahead in Gamification The Fun of Learning
and the need to learn
Gamification by the new GenAspirants 12:00 – 01:00
Article Discussion
12:00 – 01:00 1. Title of the Research Paper :
The impact of gamification on
Article Discussion students’ learning, engagement
1. Title of the Research Paper : and behavior based on their
Using Gamification in Education: personality traits
A Systematic Literature Review
2. Name of the journal:
2. Name of the journal: Springer
International Conference on Information
Systems (ICIS) 2018 3. Year of Publication: 2020
3. Year of Publication: 01:00 – 02:00
2018
Lunch
01:00 – 02:00
02:00 – 04:30
Lunch

02:00 – 04:30 SESSION 4


1. Name of the Expert:
Dr. M. Charles Arockiaraj
SESSION 2
2. Designation : Associate Professor
1. Name of the Expert: Mr. Balaji Thiru
3. Organization:
2. Designation: Founder & CEO AMC Engineering College, Bangalore
3. Organization: Village Technology 4. Experience in Years: 15
School, Head-Tamil Robotics Club.
5. Topic to be taught:
4. Topic to be taught:
Discuss on on few tools related Case study on Gamification
to Gamifications strategies implementations

04:30 – 05:30 04:30 – 05:30


Hands on training Hands on training
/Labs /Labs
DAY 3 DAY 4

09:30 – 12:00 09:30 – 12:00

SESSION 5 SESSION 7
1. Name of the Expert: Dr. Irudhayaraj M 1. Name of the Expert:
2. Designation: Head HR Mr. Bharat Veerchand.
4. Organization: ZF Hero Chassis Ltd. 2. Designation :
Founder/Trainer Javasprint.com.
5. Experience in Years: 17
3. Organization: Javasprint.com.
6. Topic to be taught:
The Future of Creativity and 4. Experience in Years: 25
Innovation is Gamification 5. Topic to be taught:
Learn Basic Programming
12:00 – 01:00 While developing a game

Article Discussion
12:00 – 01:00
1. Title of the Research Paper : Article Discussion
Effectiveness of Gamification in
1. Title of the Research Paper :
Enhancing Learning and Attitudes:
Gamification of e-learning
A Study of Statistics Education
in higher education:
for Health School Students
a systematic literature review
2. Name of the journal: J Adv Med Educ Prof.
2. Name of the journal:
3. Year of Publication: 2023 Smart Learn. Environ. -Springer
3. Year of Publication: 2023
01:00 – 02:00
Lunch
01:00 – 02:00
02:00 – 04:30 Lunch

02:00 – 04:30
SESSION 6
1. Name of the Expert : Dr. Irudhayaraj M SESSION 8
2. Designation : Head HR
1. Name of the Expert:
3. Organization: ZF Hero Chassis Ltd. Mr. Bharat Veerchand.
4. Topic to be taught: Gamification, 2. Designation :
Creativity, and Innovation: Founder/Trainer Javasprint.com.
A Path to Solving Problems
3. Organization: Javasprint.com.
4. Experience in Years: 25
04:30 – 05:30 5. Topic to be taught:
Hands on training Basics of Creating games related
/Labs to subject concept using python

04:30 – 05:30
Hands on training
/Labs
DAY 5 DAY 6

09:00 – 01:00 09:30 – 12:00

Industrial visit SESSION 10


1. Name of the Organization:
1. Name of the Expert : Dr Monika G
Adi software Solutions pvt ltd
2. Designation :
2. Complete address with pincode:
Head & Assistant professor
Adhi Software pvt ltd
12/B-35, 6th Cross road, 3. Organization:
sipcot IT park, Siruseri, Chennai-603103 Jeppiaar college of arts & science
3. Industry Type: 4. Experience in Years:8
Software Industry(AI based) 5. Topic to be taught:
4. Area of specification : The Power of Gamification in Education
AI, ERP, gamification tools
12:00 – 01:00
01:00 – 02:00 Article Summary
Lunch
01:00 – 02:00
Lunch
02:00 – 04:30
02:00 – 04:00
SESSION 9 MCQ & Reflection Journal
1. Name of the Expert: Dr. Lavanya L.
2. Designation : Principal 04:00 – 05:00
3. Organization: Valedictory Session
Jeppiaar College of arts
and science, Chennai.
4. Experience in Years: 15
5. Topic to be taught:
How to use gamification in elearning

04:30 – 05:30
Hands on training
/Labs

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