Mr. Leopold Reif
Topic: Mobile Multiplayer Knowledge Competitions with Embedded Psychometrics: Gamified Learning and Testing in large scale Tournaments for Medical Education and Vocational Training.
The presentation will introduce a new concept of gamified learning and testing using mobile multiplayer browser based knowledge competitions with embedded psychometrics.
Two cases – medical education and vocational training in Germany – will show how knowledge games can coach the learner in the sense of „Quantified Self“, and provide collective data on knowledge development for decision making based on facts for teachers and institutions.
Conventional methods of eLearning are costly and technically demanding with regards to operations and content production. Because of a lack in personalization they are not efficient. In addition any interspersed or final testing is only very rarely based on psychometrics with validated questions, so that neither the participants nor the organizers get valid insights about knowledge gains and further real learning needs.
Fortunately it is possible today to address these problems with the new technology offerings available on the market, that are more efficient, easier to be implemented and much more closely oriented to effectiveness.
– The smartphone as a mass communication tool;
– Social Networks;
– Big Data;
– Learning Analytics.
The combination of these five current technology trends have been tested in a number of pilot projects using a mobile multiplayer gaming/quiz platform with embedded psychometrics in medical education, high schools, vocational training and in online educational campaigns in Germany since 2014.
An elaborated dramaturgy ensures sustained games over a period of a couple of months. The gaming produces data, which is analysed on the fly by an embedded psychometric software. This allows personalised and formative feed-back to the learners/gamers and anonymized collective analytics for the teachers, trainers and the institutions.
The pilot projects so far have proved the efficiency and the value of gamification of learning and testing. The reach via smartphones is today second to none. Through the gaming approach target groups can be reached that have been proved to be difficult to address with educational measures. The German Ministry of Education is now planning to use this approach for nationwide educational online campaigns with knowledge tournaments on health education and information security for young adults.
I have been engaged in eLearning for more than 25 years, be it in European research programs, product development in large corporations or eLearning service delivery in Germany, Europe, Africa and Asia.
Currently I am engaged in the implementation of Serious Games in Education and HRD, Gamification of Testing and Learning, online Knowledge Competitions, and m-Learning.
My focus is on the conceptualization and implementation of large scale mobile knowledge tournaments with embedded psychometrics for learning and self-optimization in the sense of Quantified Self. I am involved in mobile awareness and education campaigns on „Information Security“ and topics of Health Education.