Triseum Gives AP and College Calculus Students Direct Access to Variant: Limits™

Bryan, TX and Austin, TX – March 16, 2017 – Variant: Limits™, Triseum’s immersive 3D calculus game, is gaining rave reviews and tremendous traction among students, so much so that the company is now making it available for students to purchase it directly through the company’s website. Students taking both AP and college-level calculus can use the game to complement calculus instruction, allowing them to better understand and apply complex theories and formulas through a high stakes 3D adventure. Triseum made the announcement today at SXSW Gaming 2017, where it also has earned a coveted spot in the SXSW Gaming Pitch Competition.   “Variant: Limits is making a name for itself by bringing calculus to life for students, and the more students who are experiencing the game in action, the more demand is growing. Students are expressing a clear and immediate need to play the game, and they are asking for direct access to it,” said Triseum CEO André Thomas. “We are energized and encouraged by the game’s overwhelmingly positive feedback – students are telling us that not only does it make calculus concepts more relatable, but math in general becomes more fun.”   A single user can purchase the game through Triseum’s website for $34.95. Additionally, colleges and universities can continue to purchase the game for broader use. Roughly 50 institutions are piloting Variant: Limits this semester and more than 400 faculty from 300 institutions have requested it. Schools that are interested in piloting the game can apply through the Variant website.   Triseum is showcasing Variant: Limits at the SXSW Gaming event, which kicks off today in Austin.  Triseum is one of only 16 companies selected to participate in the SXSW Gaming Pitch Competition, where the Triseum team will have the opportunity to introduce Variant: Limits to gaming industry veterans and experts. Additionally, Thomas is engaging in the event’s Meet Up series where gaming enthusiasts can explore the latest video game innovations.   Variant: Limits connects mathematics and game play, empowering students to take a more active role in the learning process and engage with content on a deeper level. Focusing on finite limits, continuity and infinite limits, students explore, develop new knowledge and practice college-level calculus concepts in the game environment. They don’t just memorize and regurgitate information, but rather apply it. As students achieve learning objectives and advance to higher levels within the game, they are motivated to keep going.   

Triseum Signs Three-Year Agreement with Texas A&M Department of Visualization for Game Based Learning

March 10, 2017 – Bryan, TX – Game-based learning innovator Triseum today announced that it signed a three-year deal with Texas A&M’s Department of Visualization to integrate ARTé: Mecenas™, the company’s immersive art history video game, across all of the school’s art history survey courses. Texas A&M students have been piloting the game since its launch last summer, and based on their impressive knowledge gain, engagement levels and success rates, Texas A&M is broadening the game’s access to 1500 students per year who are enrolled in art history both on campus and online.   “Our goal is to help more students not only learn about art, but understand the world in which works of art were created. Triseum’s game-based learning approach has proven to be an effective pathway to deliver a highly engaging, outcomes-driven learning experience,” said Tim McLaughlin, Department Head and Associate Professor, Department of Visualization, College of Architecture, Texas A&M University. “Through playing ARTé: Mecenas our students are driven to think more critically and connect with the content on a more profound level. What really resonates is their excitement for the game and their motivation to master the subject matter.”   Triseum’s growing list of new clients also includes the recent additions of the University of Texas at San Antonio, Lindenwood University and the University of North Texas, giving students access to ARTé: Mecenas to enhance their studies and improve learning outcomes.   ARTé: Mecenas transports students into the Renaissance era where they take on the role of a member of the merchant/banking Medici family. Students must balance relationships with powerful city-states, merchant factions and the Catholic Church to build and maintain a financial empire. According to Triseum’s Fall 2016 research study, after playing ARTé: Mecenas for approximately two hours, students in the experimental group had a knowledge gain of 24.7 percent from pre- to post-test.   “ARTé: Mecenas gives students an opportunity to be more active learners, trying and applying the concepts they are learning in lectures for a deeper and more relevant understanding of the works of art, the time period and their interconnectedness,” said André Thomas, CEO of Triseum. “This multi-year agreement with Texas A&M University is significant on many levels. It shows the commitment of the university’s team to innovation in teaching and learning, it recognizes the collaboration of our two organizations and the incredible work we are producing, and it gives students the tools to learn in even more meaningful ways.”   Triseum grew out of the Department of Visualization’s LIVE Lab and continues to work closely with its faculty and students. The two have joined forces on game design, production and testing, as well as providing professional development opportunities to Texas A&M’s students.   Triseum is attending the SXSW event in Austin this week with the Department of Visualization by its side to showcase its games. Triseum is also a finalist in the SXSW Accelerator Competition in the Entertainment and Content Technologies category, as well as a qualifier in the SXSW Gaming Pitch Competition.

Triseum’s ARTé: Mecenas™ Game Boosts Students’ Knowledge Gain by Nearly 25 Percent

March 7, 2017 – Bryan, TX – Triseum’s game based learning development practices and rigorous design methods are creating a measurable impact on student outcomes. Newly released results from Triseum’s Fall 2016 research study aimed at measuring the learning efficacy of its ARTé: Mecenas™ game indicate that, after approximately two hours of game play, art history students who participated in the experimental group had a knowledge gain of 24.7 percent (p < .0001) from pre-test to post-test.   “Too often in art history we see students memorizing and regurgitating facts, but with ARTé: Mecenas, they are empowered to be a more active and engaged participant in the learning process,” said André Thomas, CEO of Triseum. “In developing this Renaissance learning game, we relied heavily on faculty, subject matter experts and instructional designers, in tandem with research, to not only understand how to teach the concepts, but also how to test them so we can make sure students are comprehending and retaining the material.”   “As faculty, we have limited classroom time to thoroughly convey the complexities that surround the works of art and the broader societal norms of the time period, yet by playing ARTé: Mecenas, students have the opportunity to understand the ideas and their relevance more deeply,” said Carey Rote, Professor of Art History at Texas A&M University-Corpus Christi. “ARTé: Mecenas gets students excited about the subject matter, enabling them to learn in a fun and competitive manner and truly experience the concepts that might be harder to grasp in a lecture format. My students’ enthusiasm for the game has been tremendous and they have achieved greater knowledge.”   ARTé: Mecenas is imaginative and sophisticated, yet also maintains academic rigor to enhance art history courses. The game transports students into the Renaissance era where they take on the role of a member of the merchant/banking Medici family, one of the most influential families of the time. True to the life of the Medici, students must balance relationships with powerful city-states, merchant factions and the Catholic Church to build and maintain a financial empire.   “We have incorporated ARTé: Mecenas into our curriculum again for the Spring 2017 term and the feedback we are getting from students and faculty is inspiring,” said Kelly M. Quintanilla, Ph.D., Interim President & CEO at Texas A&M University-Corpus Christi. “By allowing students to explore and develop innate insights through the game, they are more connected to and familiar with the subject.”   Triseum is committed to pushing the boundaries of educational games, making them as sophisticated and imaginative as their entertainment counterparts, yet preserving learning efficacy supported by data. ARTé: Mecenas adheres to rigorous scientific standards and the latest research. Purposeful sampling was used in Triseum’s recent study, which is detailed on its website. Participants were recruited from a pool of students in college-level art history survey courses (the target audience for the game). In total, 184 participants consented to join the study, and 173 participants completed the study and earned extra credit in their course for participating. The nearly 25 percent gain is practically significant (Cohen’s d = 1.14, large effect) in an educational setting for a single unit of complementary instruction.   Additionally, in Spring 2017, Triseum is conducting additional research studies within the state of Texas. Triseum is also seeking independent researchers to replicate the study.  If interested in conducting research on the Renaissance learning game: ARTé: Mecenas, please contact learning@triseum.com.   

Gearbox Publishing, Triseum and Legends of Learning Join Entertainment Software Association

Washington, D.C. – March 6, 2017 – Gearbox Publishing, Triseum and Legends of Learning have joined the Entertainment Software Association (ESA), the trade group announced today. These innovative companies add diverse experience to the association in the areas of game development and game-based learning. ESA is proud to work with industry leaders across the country to chart a course that delivers great entertainment for gamers and success for those who create games.   “Gearbox Publishing, Triseum and Legends of Learning are remarkable innovators that are revolutionizing interactive entertainment,” said Michael D. Gallagher, president and CEO of ESA, which represents the U.S. video game industry. “The perspective and reach of these companies will boost our efforts to expand the frontiers of the interactive entertainment industry.”   With a mission to entertain the world, Gearbox Publishing is the newly-formed publishing arm of the award-winning independent development studio Gearbox Software, most known for its games such as BattlebornBorderlands and Brothers in Arms. Gearbox Publishing’s mission is to be the most developer-friendly publisher in the industry and has already helped launch games from award-winning franchises including the Homeworld and Duke Nukemseries.   “We are pleased to be joining the Entertainment Software Association as our newly formed branch, Gearbox Publishing, continues its mission to be the most developer-friendly publisher in the industry,” said Randy Pitchford, president of Gearbox Software. “As we work toward our goal of entertaining the world as a publisher partnering with various studios around the industry, being a part of ESA is key to achieving that objective.”   Triseum inspires students to succeed through game-based learning. Born out of the LIVE Lab in the Department of Visualization at Texas A&M University, Triseum combines commercial game development experience with deep educational expertise to create revolutionary ways for students to learn. Student success is at the heart of the company, with institutional research on Triseum’s games demonstrating a 24.7 percent increase in student knowledge after just two hours of game play.   “Becoming a member of the ESA is an important next step for Triseum as our games gain tremendous traction at colleges and universities across the country,” said André Thomas, CEO of Triseum. “Our development process relies on rigorous research coupled with student and faculty involvement, creating learning experiences that are fun and engaging while also producing measurable gains in student knowledge. The resources available through ESA will help us further advance our leadership position in game-based learning and the impact we are making on learning outcomes and student success.”   Legends of Learning aims to make learning fun, accessible and effective. With a focus on life sciences, earth sciences, space sciences and physical sciences, Legends of Learning creates a productive learning environment for teachers with curriculum-based games driven by research. These curriculum-based games have resulted in faster lesson comprehension, increased engagement in the classroom and test score improvement by over half a letter grade on average.   “We are excited to join ESA and be another voice focused on education, supporting the great work already being done on behalf of our industry. Our ed games will bring a new level of entertainment to curriculum,” said Josh Goldberg, EVP and cofounder of Legends of Learning. “Grades and subject mastery will improve, but most importantly, we think the games will help students better enjoy their time at school. Best yet, our platform makes it easy for teachers to deploy the content and game developers to create the content, which has been a barrier for success with other game-based learning initiatives.”   ESA offers a wide range of services to interactive entertainment software publishers, including conducting business and consumer research, providing legal and policy analysis and advocacy on First Amendment, intellectual property and technology/e-commerce issues, managing a global content protection program, owning and operating E3 and representing video game industry interests in federal and state government relations. For more information, visit ESA’s website or follow us on Twitter at @ESAGovAffairs.