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Changing attitudes with new learning methods Serious games and e-learning. Eline Leen Innovation in Learning Institute University of Erlangen-Nuremberg. Outline. New learning methods: - E-Learning and blended learning - computer based serious games as special form
Innovation in Learning Institute
University of Erlangen-Nuremberg
- E-Learning and blended learning
- computer based serious games as special form
- Example: CAVA e-Learning course for
E-learning is a learning method which uses electronical or digital media for the presentation and distribution of learning material or/and as a support for communication in the learning context (Kerres, 2001)
A combination of
Blended learning might be a solution
These principles should be integrated in the
CAVA e-learning and serious game material
Serious games try to connect playing with learning. They are used to train social, intellectual or emotional skills. Today serious games are usually computer based. (Kerres, Bormann & Vervenne, 2009)
In school serious games are usually blended learning programs, not purely e-learning
When serious games are played in school, students usually need to apply their science or language skills to solve problems like building a new city or rescue the world. In an engaging and entertaining way students learn how to apply their knowledge in a new context.
An e-Learning platform for teachers
A serious game for adolescents
Not only information, but also enough input to change attitudes of adolescents
Also emotional and behavioral components need to be addressed
more than just a
material is needed
-> A game without the acceptance of the teachers is worthless because it is not used in schools
->teacher training concept
Link to the English course:
CAVA English course
The links to all the courses will be available soon on the CAVA website!
1. Cognitive (thoughts, ideas, beliefs)
2. Affective (emotions, feelings)
3. Behavioral (tendency to act in a certain way)
(4. Social: influence of others)
Our main aim in the CAVA (changing attitudes to dating violence in adolescents) project is to change attitudes towards dating violence in adolescents if necessary
3 different processes are possible (Kolman, 1938)
the attitude fits into the value system of someone
Usually only new information is not enough to change attitudes: Emotion is also important:
The source / the messenger needs to be:
And: The receptor needs to be open towards new attitudes!
True attitude change only happens if cognitive and affective components are addressed (Berkowitz, 1989)
This means that only information or a lesson is
not enough to change attitudes, but that also
emotions should be addressed
A serious game might help here!
Persuasion is an attempt to change attitudes:
Process of persuasion (McGuire, 1989):
Adapting new attitudes and behavior is a complicated process that takes some time! The new attitude has to be integrated in existing value systems!
people are motivated to change one
attitude or behavior to reach consistency
Example: Someone smokes and knows it is not healthy: stops (changes behavior) or changes attitude (it won’t harm me because I do a lot of sports)
Example: Someone knows violence is not good: stops or changes attitude (it is not good but what I do is not really violent as long as I only insult my girlfriend and do not hit her)
A game might be better than a lesson with pure information, as more components of an attitude can be addressed with a serious game!
But: If the game is not suited for the target group attitudes might not be changed because the emotional and the identification component are not addressed by the game
Know your target group!