“I think that more and more learning happens outside of the classroom in the real world environment solving real-world problems. – Riku Alkila
Seppo est une société finlandaise spécialisée dans l'apprentissage basé sur le jeu. La plate-forme de gamification Seppo (appelé Seppo) est conçu pour l'apprentissage interactif et personnalisé et est utilisé dans les établissements d'enseignement dans plus de 40 pays dans le monde. « Assis dans une salle de classe est une façon ennuyeuse pour apprendre,» Explique le PDG de la Société Riku Alkio, qui croit que l'apprentissage améliore quand il est amusant et motivant. “We wanted to help teachers to engage students in a fresh and pedagogically sound way.” Learning in real world settings that take teachers and learners away from the classroom is also a focus of the company’s products. « Nous croyons que lorsque vous libérez votre esprit cul suivra,» Dit Alkio.
Market research indicates that the global gamification market worldwide will reach US$22.9 billion by 2022.
It’s become widely recognized that gamification is a powerful way to increase engagement and motivation in learners. Seppo has developed a tool that enables teachers to turn lesson plans into interactive games that students can play on mobile devices while getting real time feedback from their teachers.
La recherche globale pour l'éducation invited Seppo’s Riku Alkio to learn more.
“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. Depuis, there has been a strong emphasis on integrating the subjects. En pratique, 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
Comment décririez-vous vos plus grandes réalisations avec gamification dans la classe jusqu'à présent?
I’m always excited to see students being so engaged when they are playing a game that is created on Seppo. Il y a quelque chose d'universel dans gamification. Réellement, ce que nous faisons est juste donner la permission aux enseignants et aux élèves de jouer, 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!
Dans certains pays, 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. My opinion is that the most valuable learning happens in human interaction. But definitely technology can help in this process. Seppo is a great example of using mobile devices in a meaningful way at school.
How will you keep the Seppo curriculum relevant and engaging for learners in a changing world? Qu'est-ce que vous travaillez maintenant pour l'avenir?
There are thousands of games available in Seppo’s content library. They are created and shared by teachers. We are bringing new features into Seppo but only after serious discussions with our users. We get a lot of positive feedback that Seppo is a “pedagogy first” solution and that’s how we want to keep it in the future. There will be more gamification elements and new technical features, but the focus will be on enhancing learning.
C. M. Rubin and Riku Alkio
Merci à notre 800 plus contributeurs mondiaux, enseignants, entrepreneurs, chercheurs, des chefs d'entreprise, les étudiants et les leaders d'opinion de tous les domaines pour partager vos points de vue sur l'avenir de l'apprentissage avec La recherche globale pour l'éducation chaque mois.
C. M. Rubin (Cathy) est le fondateur de CMRubinWorld, une société d'édition en ligne axée sur l'avenir de l'apprentissage global et le co-fondateur de la planète en classe. Elle est l'auteur de trois best-seller des livres et deux lectures séries en ligne largement. Rubin a reçu 3 Upton Sinclair Prix pour « La recherche mondiale pour l'éducation ». La série qui milite pour tous les apprenants a été lancé en 2010 et rassemble les leaders d'opinion distingués du monde entier à explorer les principaux enjeux de l'éducation auxquels font face les nations.
Suivez C. M. Rubin sur Twitter:www.twitter.com/@cmrubinworld
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