Blog 26 Nov 2020

Darsej Rizaj

The newest teaching methodology in the world

As a result of old teaching methods which do not correspond at all to the time in which we live today, children are facing great difficulties in learning having no focus or interest in learning the lessons offered to them as they do not correspond to the digital world in which they live today.

Classic teaching does not work with this generation

Children today spend most of their free time in technology, their connection to the world through technology makes them very aware of global trends and everyone has their favorite game. On the other hand, the teaching processes that students follow have continued to follow the old traditional methods which do not correspond at all to their reality, and normally this causes them to lose focus and interest in learning. Age does not matter, but logic and experience are what reflect success, because children are now much more exposed to information, than previous generations.

Now is the time for teaching to evolve

Considering that we are living in the age of digitalization, the adaptation of the logic of technological games which is greatly stimulating children's enjoyment and motivating them to continue playing, even more, has been evaluated as a very good initiative to be associated with the learning process, in order to create results in progress as well as satisfaction in the learning experience.

Learning levels are like levels in the game


Gamification is a new form of learning process from what we are used to seeing so far, where children through continuous engagement as in games, will move to levels, from basic to advanced through experience points or XP ( Experience Points).

What is Gamification?

These points are earned by children as an appreciation of their work during the period they are learning when they complete various tasks and challenges. Such an assessment, which comes as a result of this teaching methodology, demolishes the assessment method through grades, which makes students demotivated and afraid of new tasks or challenges because they have constant chances to show success.

Evaluation through experience, not grades

It has been found that learning in the form of games is much more successful than classical learning, therefore based on the success of this trend, the Digital School has implemented this methodology in the learning process by dividing students into four categories (houses), based on traits that children commit to, where the learner is a character at play.

During the lesson the student is a character in the game


The tasks assigned to children are an obligation that may not always be fun for them However, our way of learning through the “Gamification” methodology made them to be encouraged to actively participate in the tasks by feeling challenged in various ways to achieve the task result step by step and making them feel at the same time that they are finishing a game. This way turns the whole process of completing the task into play and fun, and in the end, gives satisfactory and realistic results, as well as helps a lot in developing their logic. Assessing students' progress and tasks through XP (Experience Points) turns out to be more rewarding than discouraging in their commitment and completion of certain tasks.

Learning competitions are not with tests and grades, but with personal and collective experience.

Students will be constantly monitored by tracking their progress and rewarding them with symbols (badges) such as: best student, fastest, most cooperative, moving to the next level, best group, and many more others. Each student in the learning system in the Digital School has his own space where he presents projects / tasks and at the same time sees the assessments. In this way, students are constantly motivated and feel more challenged as they constantly see in the system visually their acquired symbols for achieving completion of tasks.

Community controlled by teaching professionals and digital gaming enthusiasts


Each challenge will help the student to collect points, passing from one level to another as well as being rewarded with certain privileges for the respective level. Lifespan as a Digital School student, who has reached the final level of the course and this process, will be rewarded with internship or even employment. Over time, game dynamics will define how the game and students will constantly evolve considering gamification very fun, which will also keep students engaged. One of our main goals and the starting point of the whole idea is for your child to benefit from a modern form of learning, through which he is trained for the labor market.

Results are a journey, not an obligation