Covid-19 has wreaked havoc and devastation worldwide in ways no one could have predicted. The world as a whole came to a halt in one way or another. While countries' COVID-19 infection rates vary, more than 1.2 billion children in 186 countries are being affected by school cancellations due to the pandemic. As a result, online classes were introduced. But it proposes several issues, such as online student feedback is limited, e-learning is becoming a cause of social isolation, it requires strong self-motivation; usually, online instructors tend to focus more on theory rather than practice, and there is a lack of accreditation & quality assurance in online education. All these issues have a social and mental impact on a child. So to resolve all these issues, we've come up with our idea of Schoo.lit.
According to research, using games in teaching can help increase student participation, foster social and emotional learning, and motivate students to take risks. But games aren’t a substitute for other forms of learning; instead, they can be used to enhance distance learning. Like any educational tool, they need to be well planned and integrated only when they’re relevant to learning objectives.
The game that we’ve developed takes data from students' course material, and it creates a hangman game. The player is asked to choose a category, which in this case is chapter number of his book. Then fill in the blank type of questions will be generated, and the player has to choose the correct answer; if they made three wrong guesses, then the game will also provide a clue, and after five tries, the man will be hanged(Game Over). This makes learning interesting for kids. Moreover, the teacher could get proper feedback through this game because if a student is losing the game when questions come up from a specific topic, the teacher could take that topic again. It would provide better conceptual clarity to students, even in distance learning.