Expedition Mundus is a classroom game for all children from 8-16 years. The game is played by collecting information, exchanging data, and publishing reviewed conclusions, which simulates language, natural sciences, mathematics and social sciences. In all of the hundreds of tests in schools at all levels the children played the game enthusiastically and led to reflection on the processes of inquiry, discovery and learning – in short, the essence of science.

The game was designed and produced by The Young Academy of the Royal Dutch Academy of Arts and Sciences and De Praktijk, an educational company. Expedition Mundus has been available for two years in Dutch both as complete game boxes and as printable downloads. From mid 2014, an English translation is available mondially at no charge for further local translations (see www.expeditionmundus.org). 

We targeted children of all ages and levels, for whom critical thinking-and-doing and creativity are important skills regardless of whether they will become scientists. As such we believe that we help bridge the growing gap between higher-educated and lowereducated people in society. After extensive testing we identified four key reasons for the success of the game. First, no-one has foreknowledge so no-one has a head start. Second, the game is adaptive to heterogeneous cognitive levels. Third, the game has very few rules and many similarities with science. Fourth, the game and the manual for teachers are a detailed starting point for reflection, discussion and follow-up activities. 

">
 [PCST]
PCST Network

Public Communication of Science and Technology

 

Expedition mundus
A very broad range of school children do science in a classroom game

Verkade, A.J. De Praktijk   Science Communication and Education Amsterdam, The Netherlands

Kleinhans, M G   Universiteit Utrecht Faculty of Geosciences Utrecht, The Netherlands

Expedition Mundus is a classroom game for all children from 8-16 years. The game is played by collecting information, exchanging data, and publishing reviewed conclusions, which simulates language, natural sciences, mathematics and social sciences. In all of the hundreds of tests in schools at all levels the children played the game enthusiastically and led to reflection on the processes of inquiry, discovery and learning – in short, the essence of science.

The game was designed and produced by The Young Academy of the Royal Dutch Academy of Arts and Sciences and De Praktijk, an educational company. Expedition Mundus has been available for two years in Dutch both as complete game boxes and as printable downloads. From mid 2014, an English translation is available mondially at no charge for further local translations (see www.expeditionmundus.org). 

We targeted children of all ages and levels, for whom critical thinking-and-doing and creativity are important skills regardless of whether they will become scientists. As such we believe that we help bridge the growing gap between higher-educated and lowereducated people in society. After extensive testing we identified four key reasons for the success of the game. First, no-one has foreknowledge so no-one has a head start. Second, the game is adaptive to heterogeneous cognitive levels. Third, the game has very few rules and many similarities with science. Fourth, the game and the manual for teachers are a detailed starting point for reflection, discussion and follow-up activities. 

[PDF 704.84 kB]Download the full paper (PDF 704.84 kB)

BACK TO TOP