Introduction to the Triseum Validation Pilot project at the 17th Science Projects Workshop at the Future Classroom Lab by European Schoolnet 17-19 November 2017.
Z Score,T Score, Percential Rank and Box Plot Graph
#SPW17 - Triseum introduction presentation
1.
2. Working closely with Texas A&M University, Triseum was initially formed in
November 2014 to commercialize learning game concepts developed in the
school’s Learning Interactive Visualization Experience (LIVE) Lab. Our team of
seasoned professionals and dedicated researchers develop learning games
backed by rigorous instructional design and research. With participation from
real students and world-class educators, we create experiences that can truly
transform education, both inside and outside of the classroom.
3. PRESS
TRISEUM TIMELINE OCTOBER
Triseum enters into an
exclusive license agreement
with TAMU to distribute ARTé
JANUARY
Grant approval by the
Texas Film Commission
for development of Variant
MAY
Triseum enters into exclusive
license agreement with
TAMU to distribute Variant
DECEMBER
First Research
study completed
for ARTé: Mecenas
NOVEMBER
Triseum launched as
a business
AWARDS MEMBERSHIPS
2014
2015
2016
2017
JUNE
Product Release
ARTé: Mecenas
JANUARY
Product Release
Variant: Limits
MAY
Product Release
ARTé: Mecenas v2.0
4. Andre has spent more than 20 years in CGI
production and was formerly the Head of Graphics –
Football for EA Sports. His graphics career has
spanned commercials, live-action films, animation and
video games, creating graphics for such notable films
as Men in Black, Independence Day, Valiant and Ant
Bully. In 2007, André joined Electronic Arts – Tiburon
and worked on over 15 shipped football games.
André joined the faculty of the Visualization
department in the College of Architecture at Texas
A&M University in January of 2014, where he is
currently teaching Game Design, Game Development
and interactive graphics techniques and established
the LIVE lab.
André founded Triseum in 2014 to address a pressing
need in higher education and fulfill a lifelong dream.
Andre Thomas
Founder, CEO and Board Member
5. TRANSFORMING HIGHER EDUCATION
Triseum Inspires Students to Succeed through Game-Based Learning
Research over the last 20+ years has proven game-based learning as
an effective learning approach … every game teaches you something!
❖ Highly engaging, experiential learning approach
❖ Improve student subject mastery without fear of failure, typically
requiring less time and incurring less cost
Triseum develops entertainment quality learning games that:
❖ Engage students where they are today: 97% of students play games
each week, whether on their phones, tablets, game consoles,
computers, or the web.
❖ Help students succeed in core curriculum classes (e.g., improve
learning depth, retention and pass rates).
5
Secondary &
Post-
Secondary
Coursework
Undergraduate
Coursework
Core
Curriculum
Courses*
Targeting Foundational Courses
for Higher Education
* Typically includes courses in math, life and physical sciences, social and behavioral sciences, history, creative arts,
language and culture, communication, political science, and philosophy.
6.9 million U.S.
students annually,
10x outside of U.S.
17.8 million U.S. students annually
6. INSTRUCTIONAL DESIGN & RESEARCH
A Distinguished Approach in the Industry
1) Ideation &
Research Design
• Create SLOs & GDD
• Build prototypes & playtest
• Partner with faculty
• Develop formal research
protocol with mixed
methodologies
2) Play Testing
• Release MVP
• Playtest game & gather
feedback on design,
experience, and learning
• Gather qualitative
feedback to improve user
experience and learning
3) Release v1.0 &
Portal Experience
• Release version 1.0
• Conduct formal research
& market studies
• Coordinate stealth
assessment modeling to
inform instructor portal
4) Future Versions
• Compile feedback from
research analysis &
advisory boards
• Convey findings to
Triseum team for game
and portal updates
Instructional Design & Research Process
❖ There is a growing body of research on the effects of gameplay
and enhanced cognitive skills, for example:
• GBL draws students into a motivating virtual environment.
• Timely in-game feedback motivates and guides learners to
continue practicing until they achieve the game’s learning goals.
• Persistence during gameplay may be higher than other forms of
educational technology.
• Interactive games have the potential to enhance acquisition of
basic technical skills.
❖ Triseum’s games take into account GBL research findings during
the game design process to scaffold and immerse the student into
the learning experience.
❖ Additionally, Triseum’s Learning Design team aims to incorporate
validated scales for evaluating all aspects of game play and
learning.
❖ The research cycle begins in ideation and continues through
version releases. The internal Triseum research is continued for
each version of the game.
7. PRODUCT PORTFOLIO
Entertainment quality, immersive learning games for core curriculum subjects.
Science
(Franchise Name TBD)
Game Franchise Games Released Games in the Pipeline
Variant: Limits
(Calculus I, Game 1,
Released on Jan 9, 2017)
ARTé: Mecenas
(Economies of Art, Renaissance Period,
Released in June 2016)
Calculus I, Game 2
Calculus I, Game 3
Calculus I, Game 4
Visual Culture
Ancient Art
Math
Art / History
Physical / Life / Social
Pre-Calculus
Statistics
Algebra
Contemporary Art
U.S. History
World History
Physics
Biology
Chemistry
Phycology
Economics
Sociology
9. ARTé: MECENAS
❖ Type: 2-D Role Playing Game
❖ Subject: Economies of Art, Renaissance
Period
❖ Description: Enter into the high stakes
world of renaissance Italy and become a
Medici banker. Buy, sell and trade your
way to the top of political influence.
Patronize the arts to curry favor with the
church and rivals alike.
❖ Available Platforms: Windows, Mac,
Web (Google Chrome)
❖ Awards Received:
❖ Releases: v2.0 (May 2017), v1.1 (August 2016),
v1.0 (June 2016)
❖ Retail Price: $24.95 per user license
10. ARTé: MECENAS STUDENT LEARNING OBJECTIVES
Leverage historical circumstances, conditions, and events surrounding art and
architecture and their commission.
Develop interconnected networks of Renaissance economics, art patronage
and production, including art markets and collecting, conventional banking, trade
and alternative banking practices such as usury.
Develop strategies to evaluate the impact of art and architecture patronage on generating
spiritual and religious status and social and political prestige. (Patronage; Evaluate)
Distinguish between major artistic media, forms, techniques, and theoretical and
critical concepts to develop a more holistic interpretation of the Renaissance era.
11. ARTé: MECENAS ENDORSEMENT
“What you all are doing at Triseum is at the cutting edge of educational
development today, and I am so excited to be a part of this. Actually, I
want to thank you because, as an up-and-coming instructor who has a lot
of responsibility at a growing university, I get to meet a lot of prestigious
faculty and researchers. When I tell them about what I am involved with, I
am the one who gets the most attention and seems the most impressive.
You all make ME look good!”
- Instructor
12. ARTé: MECENAS ENDORSEMENT
“I liked it! I feel like I learned much more from it than I would from writing a
paper over one piece of work. The game kept me engaged and showed me
the time period that this artwork was created in which helped me understand
why it was created and its significance more than reading through text.”
- Student
14. VARIANT: LIMITS
❖ Type: 3-D Adventure Game
❖ Subject: Calculus I, Limits
❖ Description: Explore the vibrant 3D world of
Variant: Limits as Equa uncovers the secrets
of the mysterious Manthan civilization. Master
continuity, functions, limits and asymptotes to
unlock the power of Manthan technology and
save the planet from destruction.
❖ Available Platforms: Windows, Mac
❖ Awards Received:
❖ Releases: v1.1 (expected August 2017), v1.0
(January 2017)
❖ Retail Price: $29.95 per user license
15. VARIANT: LIMITS STUDENT LEARNING OBJECTIVES
ZONE 1: THE NATURE OF POINTS
o Given the graph of a function, the learner will
be able to approximate the limit of the function
as x approaches a given value. *Understand
o Given a function graphically the learner will be
able to determine whether or not the function
is continuous at a particular point of its
domain. *Apply
o The learner will be able to identify when a
function is continuous from the left and from
the right at a particular point. *Remember
ZONE 2: FUNCTIONS, FUNCTION
RELATIONSHIPS TO LIMITS & LIMIT LAWS
o The learner will be able to relate the graphical
representation of a function to the graphical
concept of limit. *Understand
o The learner will apply the rules and principles
of limits to determine the limit of a function.
*Apply
16. VARIANT: LIMITS STUDENT LEARNING OBJECTIVES
Continued
ZONE 3: RELATING CONTINUITY TO LIMITS
o The learner will be able to relate the notion of
continuity to both the notion of limit and the
value of a function at a point. *Understand
o The learner will use the properties of
continuity and relate them to corresponding
properties of limits. *Apply
o The learner will be able to apply the
Intermediate Value Theorem in various
different contexts. *Evaluate
ZONE 4: ASYMPTOTES
o The learner will be able to determine function
behaviors as x infinitely increases or
decreases. *Analyze
o The learner will be able to identify vertical
asymptotes and oscillating behaviors of
functions. *Analyze
18. “The concept of the game as a whole was very intriguing and
refreshing in that it incorporated calculus topics as part of
advancing as the game progressed.”
- Student
VARIANT: LIMITS ENDORSEMENT