Triseum and NAEA Advance Art Education and Game-Based Learning Programs

Bryan, TX and Anaheim, CA – October 26, 2016 – Calculus courses today have one of the highest failure rates of any course on any campus, yet Calculus remains a core element of the ever growing STEM curriculum. Easing complex Calculus concepts for students, Triseum is unveiling the first game in a new series of immersive educational experiences for Calculus students, Variant: Limits, at this week’s EDUCAUSE conference. The Variant series gives students a new perspective on difficult Calculus topics, empowering them to learn through high quality, fun and results-driven experiences.   “Calculus is fundamental to STEM careers, yet research tells us that Calculus is explicitly tied to attrition in STEM degrees. The results we are seeing across Calculus courses are disheartening,” said André Thomas, Triseum’s CEO. “As an industry, we need to do more to motivate and engage students in this fundamental subject, as well as increase success rates – our Variant series does just that. Presenting students with innovative, self-directed activities means they play a more active role in the education experience and connect with content on a deeper level, thereby inspiring them to go further. Variant brings Calculus to life for students by transforming abstract ideas into creative and visually engaging challenges. It increases opportunities to collaborate and can measurably improve outcomes.”   Staying true to its academic roots and founded through Texas A&M University’s LIVE Lab, Triseum develops academic games that incorporate standard learning and gaming design methods. Working closely with Texas A&M to ensure the Variant series is well researched, executed and tested, educators and gaming veterans have created an experience whereby students don’t just memorize and regurgitate information, but rather apply it for a more well rounded understanding.   Developed to transform the process of learning Calculus into a three dimensional visual and relatable experience, Variant: Limits focuses on the concepts of finite limits, continuity and infinite limits. Students use their experiences within the game to construct and retain Calculus knowledge, and they gain immediate feedback on their performance. Learning is reported via the instructor portal so faculty know exactly how a student is grasping and applying information.   Watch the trailer and learn more about Variant: Limits at Additional games in the Variant series will be rolled out as part of Triseum’s roadmap, as will other subjects where there is an opportunity to significantly improve completion and retention rates.

Triseum and NAEA Advance Art Education and Game-Based Learning Programs

Bryan, TX – October 24, 2016 – Triseum’s innovative approach to academic gaming continues to gain recognition and visibility. Over the weekend, the company received an Impact Award from the Texas Motion Picture Alliance (TXMPA), which honors those that have had a unique and positive impact on communities in Texas through production-related industries. Triseum grew out of the LIVE Lab at Texas A&M University in 2014, and the two continue to collaborate on game design, production and testing, as well as professional development opportunities for Texas A&M’s students.   “Loving what you do and being recognized for it is a win-win. Our team comes to work every day passionate about what is in store and excited to tackle each challenge, and it shows in the quality and imagination of our games,” said André Thomas, CEO of Triseum. “We wouldn’t be where we are today without the support of the university, our great state, and numerous academic thought leaders, all of whom enable us to create and inspire through game-based learning. We are grateful for the recognition from TXMPA, which both validates what we are doing and motivates us to continue advancing academic gaming in even more engaging ways.”   Triseum works closely with experts from across Texas A&M who actively participate in its game production process, from research through analysis. Additionally, Thomas, who is a recognized gaming veteran in his own right, teaches Game Design and Game Development courses at Texas A&M. Grooming students for successful gaming and production careers, he has hired several graduates to join the talented Triseum team, which has grown to more than 40 staff at its Bryan, TX headquarters.   “We are big fans of the work Triseum is producing,” said Mindy Raymond, Executive Director of TXMPA. “Through its highly interactive and engaging game-based learning solutions, not only is the company advancing the education experience, but it is creating opportunities for innovation and modern production within our state. We are thrilled to call Triseum one of our own local champions.”   TXMPA is a statewide, non-profit industry advocacy organization for film, TV, commercial, online media and video game creators. TXMPA is committed to leading the charge for increased and improved production incentives legislation to grow the creative industries in Texas. It created the Impact Awards as an exciting and fun way to honor those who represent the best of production in communities while inspiring stakeholders throughout Texas to join together to show that the film industry is vital to growing the Texas economy, its workforce and communities.

Triseum Secures Additional $2 Million to Expand Powerful, Results-Driven Game-Based Learning Opportunities in Higher Ed

Bryan, TX – October 19, 2016 – By advancing the learning experience with hands-on, relatable and academically rigorous games, Triseum is transforming higher education as we know it. A new round of funding is enabling the company to make an even bigger difference in the way students learn. Triseum, which grew out of the LIVE Lab at Texas A&M University, has closed an additional $2 million in funding led by existing private investors, enabling the company to further build out its products, operations and team.   Triseum creates fun, engaging and immersive experiences, connecting today’s students with content in a way that resonates on a higher level. Staying true to its academic roots, experts from across Texas A&M remain close collaborators with the Triseum team, ensuring games adhere to rigorous scientific standards as well as the latest research. Triseum’s games are meticulously crafted, fully tested and evaluated to provide the ultimate educational experience.   “Higher ed has been focused on improving student success with new technologies and approaches including competency-based and adaptive learning. These models are advancing the way educational outcomes can be achieved, and we believe game-based learning builds on these concepts. We are not out to displace what is working in higher education, but we know we can make the experience better,” said André Thomas, founder and CEO of Triseum. “By developing highly engaging game-based learning opportunities that complement existing curriculum, students have another avenue to explore course content in a way that makes sense to them. It fosters new levels of motivation and excitement.”   Triseum is continuing to make tremendous progress since its founding in 2014, developing a thorough roadmap of the most in-demand games, as well as building its team of academic, strategy and gaming veterans. The company recently hired longtime EdTech executive Scot Chadwick as Chief Revenue Officer. Chadwick most recently served as VP and GM at Pearson, where he led the launch and rollout of OpenClass, a CODiE award winning startup highlighted in Fast Company’s “Most Innovative Companies in Education.” He also spent a number of years in sales leadership roles at Pearson’s eCollege division working closely with institutional presidents, provosts and CIOs to integrate mission critical online learning SaaS applications and services at scale.   “We are thrilled to have Scot join our incredibly talented team – he brings a keen insight into the mind of the innovative educator and the digital learning landscape, and his track record growing businesses will serve our team, our clients and our investors well,” noted Thomas.

Triseum CEO and Gaming Icon André Thomas Takes the Stage at Intentional Play Summit

Bryan, TX and Mountain View, CA – October 6, 2016 – The power of game-based learning is emerging, and this week’s Intentional Play Summit is gathering some of the biggest names in the space to explore meaningful gameplay as a means to teach and motivate. Trisuem CEO, André Thomas, is part of the impressive line-up, leading an interactive session on the impact of game-based learning in higher education, as well as lessons learned and best practices from his experience designing games that resonate with students and lead to more productive learning experiences.   “Immersing learners in an experience that they can relate to – one that transforms static course materials and creates a highly interactive encounter – creates an entirely new opportunity to engage learners,” said Thomas. “That said, effective game creation that students will buy into takes extensive expertise and research, not to mention a lot of iteration. Students are sophisticated in nature and want to connect with their content in a way that mirrors the innovation and imagination they are seeing in their games for entertainment. Highly productive game-based learning is no small task, yet when done correctly, has the potential to not only help students retain more information, but students have more fun in the process.”   Relying on his 20+ years in CGI production, most recently as the Head of Graphics – Football for EA Sports Football games, Thomas will showcase ARTé: Mecenas, Trisuem’s strategy game that transports students into the Renaissance era, enabling targeted learning outcomes designed to enhance Art History courses. In “ARTé: Mecenas – Challenges in Creating a Learning Game for the Liberal Arts,” Thomas will talk about the hurdles he and his team faced when creating the game, tactics to ensure an academically rigorous, yet enjoyable experience, and tips to avoid the pitfalls often associated with academic game development.   ARTé: Mecenas is also among a select group of games that will be featured in the Summit’s on-site arcade. Attendees will be able to demo the game and experience first-hand how students navigate through the games and how the content complements traditional Art History curriculum.   The Intentional Play Summit kicks off October 7th at The Computer History Museum in Mountain View, CA. The event was founded to inspire bigger and bolder conversations about how to make better games for learning and meaningful purpose, as well as make better use of those games.