As the world is moving towards digitization and with the onset of global changes such as the pandemic (2020), education via online mediums is the new normal. Digital games are a useful medium and a tool that can be used to teach and assess students remarkably, especially in this scenario.
For students to understand a curriculum topic, they need to, firstly, grasp the concept of the topic and secondly, practice the topic to strengthen their understanding. Practice is the act of rehearsing a behavior over and over, or engaging in an activity again and again, for the purpose of improving or mastering it. Ergo, mastering learned concepts by students is of quintessential importance. A common method for students to practice is by doing worksheets which are also followed by the client in their digital product.
The project is an investigation of the core idea of practice and understanding the engagement of Kindergarten grade children in the worksheets under different lenses and perspectives. Through research and several rounds of ideations, a series of games were conceptualized with enhanced curriculum value and engagement. "Cloud Market", which caters to counting and comparison curriculum topics, is one of the games that was completely developed and released to the market after playtesting and iterations.
digital games, e-learning, edutainment, kindergarten, practice