Anne Frank House

Learning method:
The case
Open deur?! - Serious game for and by the MBO

Open deur?! - Serious game for and by the MBO

We all know the Anne Frank House, the museum is known all over the world. But the Anne Frank House is more than a museum, it makes teaching material about Anne Frank, but also about topics that are still current, such as discrimination, prejudice, citizenship and connecting.

To teach MBO students (levels 1 to 4) how to deal with diversity, the Anne Frank House asked us to develop a serious game. Together with stakeholders from the field and the target group, we made 'Open deur?!'. This game uses a scenario based learning strategy in which students immediately experience the effect of their choice. An effective strategy that ensures that they learn a lot in a short time (Learning by doing). 

Watch the video

Saskia Kok, Project Leader for Digital Learning at Anne Frank House

“Students often live in their own bubble, it is important to make them aware of this and to break through it. Open deur?! offers students a safe world to take a first step and make real contact with the other. Meeting and connecting is central. I am proud of the joint result and that through Open deur?! can contribute to this!”

The game

Stepping into the world of the other is the first step. The student does this by stepping into the shoes of Stephen, a 19-year-old MBO student who finds a mysterious package at the door of his flat. He has 24 hours to deliver the package to the right resident. How he does this and how the acquaintance goes, is determined by the student as a player. Stephen's flat has 7 residents, with various backgrounds and stories. The students always decide for themselves which choices Stephen makes. Do they take the time to introduce Stephen to the residents and let him listen to their story, or do the students let Stephen head straight for his target?

Through the game, students get to know others and themselves. Dealing with diversity, in particular gender, religion and ethnicity, is central. The interactive game connects by introducing young people to personal stories, emotions and multiple perspectives. By asking open questions, listening to various experiences and continuing to ask, they find the owner of the package.
The game

The educational goal

The students learn that by asking open questions, being curious and listening to various experiences, they come into better contact with the other person. Being open to differences and other opinions helps students to move around and connect with others. Important skills that help the student in their daily life and internship. Open door?! is also in line with the MBO Citizenship curriculum within the political-legal and social dimension and promotes critical thinking skills.

The educational goal

Active citizenship

What did you learn at the end of the game? During the game you will discover that with an open attitude and genuine interest you can really connect with the other person. Important skills that help the student further in their career and also contribute to active citizenship.

Active citizenship

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