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For educational tools, platforms, or methods to enhance learning.SWAVPro
CodePlay Katta is an offline, gamified learning initiative designed to teach programming fundamentals to 5th–6th grade children in India without the need for technology. Targeting kids addicted to YouTube and mobile games, it uses storytelling, physical logic games, roleplay, and creative challenges to build programming logic like sequences, loops, conditions, and debugging. Activities include flowchart hopscotch, logic card games, puzzle boxes, and "YouTuber for a day" roleplay. Kids earn “CodeCoins” as rewards to keep them engaged. Designed for schools and communities with limited tech infrastructure, it’s low-cost, scalable, and can be run by teachers or volunteers. The goal is to replace screen addiction with real-world creativity and teamwork, while planting the seeds of computational thinking early in life.
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Ahtesham Chaudhary
The Adaptive Learning and Assessment Ecosystem is a next-generation platform designed to transform educational testing and learning. By blending gamification, AI-driven adaptability, and real-world scenario-based assessments, it fosters an engaging and personalized experience for students of all ages. The platform moves beyond rote memorization, encouraging critical thinking, creativity, and problem-solving while continuously adapting to each learner's unique pace and style.
Teachers gain a dynamic tool for real-time insights, while students are rewarded for progress with gamified features such as badges, levels, and achievements. The platform covers a wide range of subjects, skill levels, and learning objectives, ensuring accessibility and scalability across primary, secondary, and higher education environments.
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