Gamification - Using game processes in non-game activities. For example, in learning. The essence is simple - you need to think of tasks that the child will perform and for this get bonuses or achieves. You can come up with a game idea. For example, the child is mining treasure or pumping the hero.
One mom told me: "My son is in elementary school and is lazy to do his homework, doesn't want to go to school. One day he came running to brag that he pumped his computer hero +100 to strength, +200 to agility and +1000 to speed. I had an interesting idea and told my son that he too can be pumped as a computer hero. If you do 10 push-ups every day for a week, it's +10 to strength and solving 20 math examples +20 to intelligence. The child liked the idea and I made a simple pumping table with tasks, skills and results. There were also failures: did homework ko-kako - minus 50 to the mind, threw the school uniform on the chair - minus 100 to the defense. My son asked to transfer his homework to the same system: went to the store (courage), fed the animal (protection, kindness), helped his dad in the garage (kindness, strength, dexterity). The essence of the project was the following: every week the hero opened a box with gifts, but only if he pumped his level up to the necessary one.
At the end of the week, we would calculate the rating and either celebrate a level or decide what else to do. The gifts were tickets to the park, movie theater, circus, a trip out of town, an overnight stay at a friend's house, and extra time on the computer.
That's what you can come up with:
- Hero Development Path. For example, he needs to collect a battle kit, pump up to level 3, defeat opponents - it all depends on the interests of the child.
- Skill progression. Which skills to pump is best discussed together with the child.
- Player Rating. Do not immediately please the child with large numbers - thousands and millions, as it reduces interest in the game.
- Open new levels. This too will keep the game interesting and show the child what to strive for.
- Promotions and bonuses. For example, a test must be taken by Monday. If you take it earlier, you get +10 points for each day.
The rest is your creativity! Good luck to you and lots of varied ideas!