Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Creating meaning and authenticity with mobile serious learning games
1. Creating meaning and
authenticity with
mobile serious learning games
Dr. Marco Kalz
Associate Professor
5 March 2015
marco.kalz@ou.nl
http://www.linkedin.com/in/mkalz
http://twitter.com/mkalz
2. Challenges for
education
The most significant problem with education
today is the problem of significance itself.
Students – our most important critics – are
struggling to find meaning and significance in
their education.
M. Wesch
3. Challenges for
education
some rights reserved by
Alexander Baxevanis@Flick
artificial learning contexts
meaningless tasks
no cultural and social contex
theory-practice gap
4. Inert knowledge
Alfred North Whitehead (1929)
Knowledge that can be
recalled when asked for,
but not when needed
for problem solving.
6. Case study 1: UNHCR
• Context: Kidnapping of UNHCR staff
increased
• Goal: Decreasing costs while
maintaining real-life training scenarios
• Development of flexible and portable
training scenario
9. Case study 1: Results
• Iterative development to make the game fit to
the future application context
• Besides lower costs, other advantages
(flexibility and portability) have lead to an
extension of training portfolio of UNHCR
10. Case study II:
HeartRun
• Context: Cardiac arrest as serious problem for
society (approx. 350 000 deaths per year in
Europe)
• A lot of training, but very little help in case of
incidents
• Huge gap between training and real-life situation
• Target group: School children in secondary
schools
12. Case study II:
HeartRun• Player take in different roles
in the game
• Application of knowledge not
acquisition of knowledge
• Transfer in a “realistic”
scenario
• Effects on attitude
13. Case study III:
Mindergie
• Context: Gamification at the workplace
• Serious learning game to decrease energy
consumption at the workplace
• Use of technologies of learners
• Implementation in the working contexts