Literacy in the new norm: stay-home game plan for parents

Author:

Zainuddin Zamzami,Perera Corinne Jacqueline,Haruna Hussein,Habiburrahim Habiburrahim

Abstract

Purpose The purpose of this study is twofold. Firstly, this research aims at helping countries implement an equitable, innovative and context-appropriate stay-home game plan for the millions of disadvantaged and under-privileged students severely affected by the forfeiture of school closures; and secondly, this study proclaims that the burgeoning popularity of gamification has the potential to lay the bedrock foundation for ‘Literacy in the New Norm’. Design/methodology/approach The temporal closure of schools around the world to limit the spread of the COVID-19 has resulted in massive educational disruptions triggering adverse effects and bringing much of education under grave threat. Through a review of the current empirical and conceptual literature, this study proposes a new gamification concept in a non-technology environment. Findings Well underway are global dialogues that hold conversations on implementing mitigation strategies to counter the looming global health crisis. This has generated the impetus for a more concerted effort by concerned governments and international organizations to identify appropriate solutions for the continuity of learning so that the learning never stops. While educators and learners plunge further into the core of reconstructing education, the authors recognize that the fundamentals of technology and virtual connectivity have all along contributed to the multi-faceted e-learning stage set. However, concerns regarding the paradigm shift to remote online learning would certainly exacerbate inequalities cardinally felt across disadvantaged communities around the globe. Originality/value As the world is currently bound by strict isolation measures, learners of all ages have been relegated to the confines of their homes. For the most part, the stark realities of technological mishaps that have befallen underprivileged school children, serve as a reminder to help target children all over the world who are in most peril of losing ground in terms of continued education. It is on these grounds that the criterion set out in this article elucidates the nature and scope of a supplementary stay-home game plan detailing the use of game affordances that bear intelligently in the creation of home-based activities for parents to give it their best effort in fostering a collaborative and meaningful parent-child relationship that spawns the new language of literacy in the new norm.

Publisher

Emerald

Subject

Library and Information Sciences,Computer Science Applications,Education

Reference38 articles.

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2. Albrectsen, A.B. and Giannini, S. (2020), “COVID-19 school closures around the world will hit girls hardest”, Plan International, available at: https://plan-international.org/blog/2020/03/covid-19-school-closures-hit-girls-hardest (accessed 31 March 2020).

3. The effect of gamification on motivation and engagement;International Journal of Information and Learning Technology,2018

4. Using gamification to motivate children to complete empirical studies in lab environments;Proceedings of the 12th International Conference on Interaction Design and Children – IDC 13,2013

5. Game on! Students’ perceptions of gamified learning;Educational Technology and Society,2017

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