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The use of current and emerging tools in education is becoming a blistering topic among educators and educational institutions. Gaming in education may be viewed as interference to learning but its role in education is to increase students’ motivation and engagement, to enhance visual skills, to improve students’ interaction and collaboration abilities with their peers and to enable them to apply gaming values in a real-world situation.
In “Gamenia”, there are three sessions on different days were held. First day first game was organized is Kriss-Kross game using power-point in sem-1 students, Second day second game was organized is pictoword using power-point in sem-3 students, and Third day third game
was organized is logo-creation using online website and the last day on 24 th September, 2022 exhibition was held in which students create their games and all other students visit for exhibition. It was great experience for students as well as visitors greatly enjoy the exhibition.

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