Gamifying Learning Experiences for Students is a book written for all school teachers in India, as they are the foundation of our nation’s education system and at the heart of the learning process. In line with the NEP (2020), as teachers navigate their evolving role in a student-centered classroom, we aim to equip them with a vital teaching interactive group games that can be used effectively in every classroom in India.
This book is a resource manual for school teachers of children aged 6-16 years. It offers a handy tool to teach, revise subjects, and enhance the social, emotional, and cognitive development of children. School teachers will find games outlined for various developmental needs of the child, including games to channel the child’s energy, challenge them cognitively, aid in revising subjects, and enhance their soft skills.
The book presents games in a reader-friendly way, clearly formatted for any teacher to use. The games are outlined step-by-step, with a detailed understanding of why and how they are to be played. The targeted debriefs after each game, detailing several reflective questions for teachers to discuss with their students further aid the learning process.
Teachers can also use these games to enable students to learn and fine-tune their logical thinking, reasoning, and problem-solving skills, as well as their socialization, communication, leadership, and teamwork skills. Additionally, these games help students develop their emotional quotient, as the world of work today requires both a high IQ and EQ.
Some of the traditional Indian games described in this book may already be known to teachers and students. However, we have provided variations and adaptations that can be easily used by subject and class teachers for teaching or revising topics, and for developing critical thinking, social, and emotional learning in students. Being traditional games, readers will understand them well, yet the adaptations suggested for the educational setting serve a different purpose.
I found "Gamifying Learning Experiences for Students" to be a refreshingly practical and thoughtful book that clearly understands the realities of Indian classrooms. As I read it, I felt it was written with genuine respect for teachers and their evolving role under NEP 2020. Instead of overwhelming me with theory, the book focuses on what actually works—simple, interactive group games that place students at the center of learning.
What I liked most about the book is its clear, reader-friendly structure. Each game is explained step by step, making it easy for me to visualize how it would work in a real classroom. The debrief questions after every activity stood out to me, as they help connect play with reflection and learning outcomes. This ensures that games are purposeful and not just used as time-fillers.
I also appreciated how the book addresses more than just academic learning. It strongly focuses on social, emotional, and cognitive development, which I believe is essential for students aged 6–16. The games help build teamwork, communication, leadership, reasoning, and problem-solving skills, while also supporting emotional intelligence—something today’s education system truly needs.
If I had to point out a limitation, it would be that the book is more action-oriented than theory-driven. Teachers looking for deep academic research may find it light on formal frameworks. Additionally, some activities may need minor adjustments for large or diverse classrooms, but that flexibility is expected in any hands-on teaching resource.
What makes this book special for me is its thoughtful use of traditional Indian games, adapted meaningfully for education. The familiarity makes them easy to use, while the variations give them new purpose in learning. Overall, I see this book as a valuable classroom companion for teachers who want to make learning engaging, holistic, and impactful.
Gamifying Learning Experiences for Students is a refreshing and much-needed guide for school teachers in today’s changing education landscape. As an educator myself, I found this book both practical and inspiring. It perfectly aligns with the vision of the National Education Policy (2020), which emphasizes active, student-centered learning.
The authors, Lina Kashyap and Prachee Joeg, have created a wonderful resource that helps teachers make learning more engaging and meaningful through simple, structured games. What I really appreciate is that the book isn’t just about “fun” activities — it’s about using play as a tool to enhance academic learning, emotional intelligence, and life skills. Each game is carefully explained step-by-step, along with its purpose, learning outcomes, and reflection points. This makes it incredibly easy for teachers to pick up and use in real classrooms.
The book covers a wide range of developmental needs — from channeling a child’s energy to improving focus, teamwork, leadership, and problem-solving. I especially liked how the authors included adaptations of traditional Indian games, giving them new life in an educational context. It feels both culturally rooted and creatively modern.
The reflective questions after each activity are a brilliant touch, encouraging deeper thinking and connection to real-world situations. These moments of reflection can turn a simple classroom game into a meaningful learning experience.
Overall, this book is not only a treasure trove of ideas but also a reminder that learning should be joyful. It empowers teachers to make classrooms more interactive and emotionally balanced, helping students grow in every sense — intellectually, socially, and emotionally. Gamifying Learning Experiences for Students is a must-have for every school teacher who wants to make learning both effective and enjoyable.
In the current scenario where Attention Span is going down in classrooms, the book gives a simple and practical method to solve it. Teachers and students would not consider the activities as then, "a break from ' Real' Learning… Games Are a Form of Play - While Students are Learning, by way of Engaging Activities", but they would say, Students will Learn by Playing. Teachers would easily and quickly implement activities and thus assist in developing cool learning experiences for kids (and eventually, building academic understanding and essential life skills), teachers would make lessons change into engaging, student-centered learning opportunities. This development will be the result of collaboration among students, empathy development, focus building, emotional balance achievement, and co-problem-solving, all naturally happening as a part of students' participation in the activities organized by teachers.
The activities are aimed at a student's understanding of learning in general and joy in learning with clear instructions and purposeful outcomes, plus reflective prompts to allow for reflection on learning. Drawing on practical classroom experience and learning objectives that are now a part of the Ed plan, the book changes the focus of a teacher's job from content delivery to holistic people development. The book is for teachers who need to be reminded that real meaningful learning happens when the student is fully involved, both emotionally and intellectually, in the learning process.
Gamifying Learning – Experiences for Students is a thoughtfully designed resource that speaks directly to the realities of today’s classrooms. Rather than presenting theory-heavy concepts, the book focuses on what teachers truly need practical, adaptable tools that make learning engaging without losing academic purpose. The authors clearly understand the pressures educators face, from limited attention spans to the growing demand for holistic development under NEP 2020. What stands out most is the structure. Each game is explained step by step, making it easy for teachers to implement without extensive preparation. The inclusion of reflective debrief questions adds depth, ensuring that activities move beyond play and translate into meaningful learning outcomes. These reflections encourage students to think, communicate, and connect experiences with real-life situations. The book successfully balances cognitive learning with emotional and social growth. Games are designed not only to revise concepts but also to build teamwork, leadership, empathy, and problem-solving skills. The adaptations of traditional Indian games are particularly effective, as they feel familiar yet purposeful within an educational setting. Overall, this book redefines the classroom as an interactive space where learning happens naturally. It is a valuable companion for teachers who want to create joyful, student-centered learning experiences while nurturing well-rounded individuals.
Gamifying Learning Experiences for Students is a useful guide, written especially for teachers. The book aims to to teach, revise subjects and enhance the holistic development of their students.
Divided into 10 chapters, the book starts with the brief description of the macro reforms made in the country’s education system incl the NEP 2020, and change in teacher's role. The next chapters are focused on students of different classes. The next few chapters give detailed descriptions of each game suggested in the book. The book covers different types of games, from revising subjects to improving language skills
The games in the book are interactive and designed to engage every student in the activity. The book is designed to equip teachers with their evolving role in the post NEP era. The games will not only help channel the child’s energy, challenge them cognitively, aid in revising subjects, and enhance their soft skills but also enhance their social, emotional, and cognitive skills including; logical thinking, reasoning, and problem-solving skills. The book is written in an accessible language and the games are outlined in a step-by-step manner for easy understanding.
Overall, 'Gamifying Learning Experiences for Students' is a valid guide for teachers to help them teach students better.
Gamification of Learning Experiences for Students: A Considered Approach to Making Classrooms More Lively and Meaningful discusses how learning could be made more effective by adding game elements to lessons in a planned manner. Instead of mere textbook-based learning or lecturing, the approach highlights learning through participation, curiosity, and interaction. The ideas connect well with modern education practices that value active involvement rather than passive listening.
The book provides numerous activities to be performed in class, all well-described and easy to understand. Everything has a purpose, even with expectations of learning and some moments for discussion. Another strong point is the use of traditional Indian games in totally new learning formats, adding both cultural familiarity and freshness to a creative approach.
Another powerful aspect entailed within this book is the reflection following each activity. These short discussions help students correlate what they experience while playing the game to real-life scenarios and academic concepts. Generally, what this book shows is that learning can be fun without sacrificing depth or structure. It is a helpful and inspiring read for anyone seeking to make education more interactive, well-rounded, and student-centered.
Gamifying Learning – Experiences for Students stands out as a thoughtfully designed resource that reimagines how learning can happen inside classrooms. Rather than presenting games as occasional activities, the book positions them as meaningful tools that support academic understanding as well as emotional and social growth. What impressed me most is the clarity with which each activity is explained. The step by step structure makes it easy for anyone to visualize implementation, even without prior experience in game based learning. The focus on reflection after every game adds real depth. These discussions encourage students to connect play with learning, teamwork, and self awareness. The inclusion of traditional Indian games with educational adaptations is another strong aspect, making the content culturally familiar yet innovative. The book also aligns well with modern educational needs by addressing attention span, collaboration, problem solving, and emotional intelligence. Overall, this book feels practical, purposeful, and relevant. It is not theoretical or abstract but rooted in real classroom dynamics. A valuable guide for anyone interested in making learning more engaging and holistic.
I picked up Gamifying Learning Experiences for Students out of curiosity, and it turned out to be far more insightful than I expected. Even without being a school educator, the book clearly explains how learning can become more effective when play, structure, and reflection come together. What stood out to me was how thoughtfully the activities are designed. They are not random games, but purposeful experiences that build thinking skills, teamwork, emotional awareness, and communication. The book feels practical and grounded. Each activity is explained in a clear, step by step manner, making it easy to understand how learning outcomes are achieved. I particularly liked how traditional Indian games are adapted into meaningful learning tools, blending cultural familiarity with modern educational needs. What makes this book valuable is its broader message. It shows that learning does not have to be rigid or stressful to be effective. Whether you are a parent, trainer, or someone interested in education systems, this book offers a refreshing perspective on how engagement can transform learning experiences.
For educators navigating today’s evolving classroom landscape, *Gamifying Learning Experiences for Students* serves as a valuable and inspiring guide. The book clearly demonstrates how simple, well-structured games can enhance learning by making it more engaging, student-focused, and aligned with the National Education Policy (2020).
Moving beyond entertainment, authors Lina Kashyap and Prachee Joeg thoughtfully use play as a means to develop life skills, emotional intelligence, and academic understanding. Each activity is designed for easy classroom implementation and includes clear explanations of objectives, expected outcomes, and reflection points, making the book highly practical for teachers.
The integration of adapted traditional Indian games adds cultural richness while maintaining a contemporary educational approach.
Overall, this book stands out as an essential resource that reminds educators that when learning is enjoyable, it leads to deeper understanding and meaningful engagement.
this book feels like that one teacher who actually gets it. the kind who knows children don’t learn best by sitting still - but by moving, playing, talking, and thinking together.
what stood out immediately is how practical this book is. no heavy theory, no vague ideas - just clear, step-by-step games that teachers can walk into a classroom and use that very day. the debrief questions after each game? such a thoughtful touch. that’s where the real learning sinks in.
i also loved how seamlessly it blends NEP 2020’s student-centered approach with traditional Indian games. familiar, easy to understand, yet adapted in ways that build logic, teamwork, communication, and emotional intelligence. it’s not just about finishing the syllabus - it’s about shaping humans. 🌱
perfect for teachers who want classrooms that feel alive, inclusive, and meaningful - where learning doesn’t feel forced, but felt.
⭐️⭐️⭐️⭐️ a must-have resource for every school teacher who believes learning should be joyful and impactful.
"Gamifying Learning – Experiences for Students – A Resource Tool for Teachers" by Lina Kashyap & Prachee Joeg is a practical, classroom-ready guidebook for school teachers who are committed to making learning fun and empowering for children during their early years.
In the book, the authors give step-by-step guidelines that help teachers adopt and plan activities for students, which can actually help them grow academically and develop social and emotional skills. Instead of making the book an academic read, the authors make it a thoroughly practical one, full of simple group games that teachers can try with kids between the ages of 6–16.
The book is a good example of how to engage today’s students who lack concentration and how to make them interested in learning through traditional games with small twists. I like the book because it gives fresh ideas for children’s education, and it is fun and can actually be effective. I highly recommend it to teachers who want to change their teaching pattern for more effective results.
This book is a very interesting & helpful read for anyone. This book clearly explains how teaching can become more interesting, interactive & meaningful when game elements are added to the learning process.
The authors talk about gamification which means using game ideas like points, rewards, levels, challenges & teamwork in education. Instead of only textbooks & lectures this book encourages teachers to create a classroom where students feel excited to participate & learn. When students learn through games they feel happy, active & more interested in the lesson.
The book gives many practical examples that teachers can actually use in real classrooms. What I really liked about this book is its simple language & practical approach. This book teaches one beautiful idea when students enjoy learning they learn better. A very useful & inspiring book for teachers who want to make learning enjoyable for students.
Book Review – Gamifying Learning As an English teacher always looking for innovative classroom strategies, Gamifying Learning came to me at just the right time. With the implementation of NEP 2020, this book beautifully demonstrates how games can be meaningfully integrated into teaching to create student-centred classrooms. The author presents age-appropriate activities that promote holistic development while also building emotional, social, and critical thinking skills. The language is simple and engaging, making it accessible not only for teachers but also for students. What I loved most is that this is not a one-time read—it works like a practical guidebook. The activities are meant to be applied, making learning more interactive and joyful. A highly useful resource for any educator who wants to make lessons more engaging and effective. ⭐⭐⭐⭐⭐
This book is written for both students and teachers. When I first started reading it, I wondered why I had picked it up, but as I continued, I began to understand how helpful it can be for teachers who teach students. It clearly shows how learning through games can be deeply effective in education, instead of treating games as an add-on. The book places play at the centre of meaningful learning. The book is well aligned with the National Education Policy (NEP) 2020 and highlights the need for classrooms that nurture curiosity, participation, and holistic development. It explains how learning environments can be transformed when teaching methods focus on engagement rather than pressure, making education more inclusive and student-centred. What makes this book different and truly valuable is its practical approach. Each game is clearly explained with its objectives, required materials, facilitation tips, and space for reflection. The idea of a dedicated Quality Time Period makes this book a useful guide for teachers who want to make learning engaging, humane, and meaningful.
A book designed specifically for teachers to make learning fun and empowering for children.
I liked how the book discusses the shift that school teachers will have to make in today's scenario. All the chapters are versatile, and it also focuses on depicting typical traits and behavioral changes of children in primary and secondary sections.
After reading this book, I was amazed to know that games have played an important role in the social and cultural development of children. Not only in today's time, but this learning with games technique is also mentioned in Rig Veda. Not only that, but many games played around the world have their origin in India.
This book is indeed very knowledgeable and a great guide for teachers.
This book serves as a practical guide for teachers working with children between the ages of 6 and 16.
It provides an engaging way to teach lessons, reinforce concepts, and support overall child development. The activities included address multiple needs such as focus, creativity, and mental stimulation. The book supports the growth of thinking, reasoning, and problem-solving abilities. It also strengthens communication, cooperation, and leadership among students. Emphasis on emotional awareness prepares children for real-world challenges.
On the whole, by adapting familiar Indian games for education, the book blends tradition with modern teaching goals.