Design and Implementation of a Yogic Educational Game “Yogapatnam” as a Teaching Tool

Authors

  • Poonam Panwar
  • Shreyas Pragya
  • Pradyumna Singh Shekhawat

Keywords:

School children, Educational game, Yoga education, Android, Yogapatnam

Abstract

The purpose of this paper is to develop and evaluate a mobile educational application that supports children’s learning of the theoretical aspects of yoga. This paper describes an educational game application called “Yogapatnam”, which is an Android-based Snakes and Ladders game application that aims to be a learning tool with an attractive design that would help children learn basic yogic terms. The methodology of this research includes the study of literature (analysing similar applications for educational purposes), as well as the design, development, and implementation of the application. The application was implemented in 50 school students of 6th-8th grade for 1 month. Students were instructed to use the application on a daily basis as homework. The pre-and post-tests were conducted with the help of a multiple-choice questionnaire comprised of 50 questions related to Yoga education. The scores collected were considered as pre and post data to evaluate the yogic knowledge of the students. The paired t-value was found to be 24.25 at the p>0.0001 level. The results show that the educational game application “Yogapatnam” is an effective learning tool and can be used as a helping tool for learning basic yoga knowledge using an interesting and fun learning concept.

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Published

2025-02-19

How to Cite

Panwar, P., Pragya, S., & Shekhawat, P. S. (2025). Design and Implementation of a Yogic Educational Game “Yogapatnam” as a Teaching Tool. Indian Journal of Educational Technology, 7(1), 70–82. Retrieved from https://journals.ncert.gov.in/IJET/article/view/841