全球搜索教育: 如果學習一切都是娛樂和遊戲?

“我認為越來越多的學習發生在課堂外的現實環境中,解決現實世界的問題. – 裡庫·阿爾基

雪峰是一家芬蘭公司,專門在遊戲式學習. 雪峰的遊戲化平台 (所謂雪峰) 是專為互動性和個性化的學習和教育機構使用超過 40 全球範圍內的國家. “在課堂上坐是一個學習的枯燥方式,“該公司的首席執行官日庫Alkio說, 誰相信當它的樂趣和激勵學習改善. “我們希望幫助教師以一種新穎且在教學上合理的方式吸引學生。”在現實環境中學習,讓教師和學習者遠離課堂也是該公司產品的重點. “我們相信,當你解放你的屁股時,你的思想會跟隨,”阿爾基奧說.

市場調查 預示著全球遊戲化的全球市場將達到US $ 22.9十億在 2022.

人們普遍認識到,遊戲化是提高學習者參與度和積極性的有效方法。 Seppo 開發了一種工具,使教師能夠將課程計劃轉變為互動遊戲,學生可以在行動裝置上玩這些遊戲,同時獲得教師的即時回饋.

全球搜索教育 邀請Seppo的Riku Alkio了解更多.

Offering students different ways to express themselves helps especially those who have difficulties to show their learning outcomes in traditional ways.– Riku Alkio

What inspired the original idea for Seppo? What have you learned from your development process so far?

I was still teaching while I got the idea of Seppo. We took 25 students from our school to Rome for exchange week. Before starting the project we asked the students what would they like to do in Rome to make the week as interesting as possible. They came up with the idea of making a game in the Roman city center. “Amazing Race Church edition” was the name of the game. It was a total success!

That’s how I got the idea of creating a platform for any teacher to create their own learning game in authentic environments. I think that more and more learning happens outside of the classroom in the real world environment solving real world problems.

Finland’s leadership in teacher training is renowned globally. We are seeing learning ideas from Finland become more prominent in new curriculums. How is digitalization changing teaching?

As our teacher training system is the best in the world, we have a really solid base to investigate new ways of teaching and learning. We know we can rely on the professional expertise that Finnish teachers have. But at the same time digitalization is changing the way we teach. The role of a teacher is changing rapidly. It’s necessary to let innovations flow into the classroom, but use them in a pedagogically sound way. I think that Finland has succeeded in that quite well.

A new curriculum was introduced a couple of years ago in Finland. 自那以後, there has been a strong emphasis on integrating the subjects. 在實踐中, this means that we are trying to give our students a multidisciplinary picture of real world phenomena.

In Seppo, we have managed to pack pedagogical ideas into an easy to use solution that have the heart of the Finnish pedagogical thinking but can be localized into different cultures.

To create new ways to teach we need to let go with some poor teacher led methods that don’t work anymore in the 21st Century.– Riku Alkio

你將如何與遊戲化描述在教室裡你最大的成就至今?

I’m always excited to see students being so engaged when they are playing a game that is created on Seppo. 也有一些是在遊戲化普及. 其實, 我們正在做的只是給教師和學生允許播放, and have a bit fun while teaching and learning. It feels fantastic that we have been able to create a concept and a solution that works in different parts of the world.

One thing that I’m especially proud of is the fact that with gamification we can help those students that are underachieving in the classroom. Offering students different ways to express themselves especially helps those who have difficulties to show their learning outcomes in traditional ways.

Describe the greatest challenges you’ve faced trying to implement game-based learning and tell us what have you learned?

It seems that in some cultures the old fashioned role of the teacher is quite sticky despite the fact that students are losing their motivation towards their studies. To create new ways to teach, we need to let go with some poor teacher led methods that don’t work anymore in the 21 Century. I think that simple is beautiful. That’s why we need to keep Seppo super easy to use for all teachers. One of our missions is to help teachers to use technology in a meaningful way in their teaching. We want to engage not only students but teachers as well!

在一些國家, there is active discussions about the use of technology and especially the use of mobile devices at school. I think that technology should never replace the teacher. 我的觀點是,最有價值的學習發生在人際互動中. 但技術絕對可以在這個過程中提供幫助. Seppo 是在學校以有意義的方式使用行動裝置的一個很好的例子.

在不斷變化的世界中,您將如何保持 Seppo 課程的相關性和對學習者的吸引力? 您現在在為將來做什麼?

Seppo 的內容庫中有數千款遊戲. 它們由教師創建和共享. 我們將在與用戶認真討論之後為 Seppo 引入新功能. 我們得到了很多正面的回饋,認為 Seppo 是一個「教學第一」的解決方案,這就是我們希望在未來保持它的方式. 將會有更多的遊戲化元素和新的技術特徵, 但重點是加強學習.

ç. M. 魯賓和里庫·阿爾基奧

感謝您對我們的 800 加 全球貢獻者, 教師, 企業家, 研究人員, 企業領導, 從每個域對學習的未來與您分享觀點的學生和思想領袖 全球搜索教育 每月.

ç. M. 魯賓 (凱茜) 是CMRubinWorld的創始人, 在線出版公司,專注於全球學習的未來和地球課堂的聯合創始人. 她是三本暢銷書和兩個廣泛閱讀網上系列的作者. 魯賓收到 3 厄普頓·辛克萊獎“全球搜索教育”. 它倡導為所有學習者在推出該系列 2010 並匯集了來自世界各地的傑出的思想領袖,共同探討所面臨的國家的關鍵教育問題.

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