Triseum to Release Highly Anticipated Art History Games for Fall Term

College Station, TX – July 17, 2018 – Educators and students will soon have access to two new learning games in Triseum’s revolutionary ARTé® video game franchise, which immerses students in history and empowers them to assume influential roles in the creation of artworks around the world. Launching this fall, ARTé: Lumière recreates 19th century Paris centered around impressionist, realist and other modernist artists, while ARTé: Hemut spans ancient Egyptian religious beliefs, artworks and architecture.

“Our award winning games have been touted for their ability to improve students’ decision making and reflective thinking skills, not to mention sparking creativity and collaboration. This excitement has had faculty and students anxiously awaiting our new releases,” said André Thomas, Triseum CEO and Texas A&M professor. “Our new games rely on the same efficacy standards, research and imagination that go into all of our games, whereby improving student engagement and learning outcomes is core to what we do.”

Going head to head in sophistication and engagement with leading entertainment video games, Triseum’s learning games boast rigorous educational value, immersive visual appeal and inspiring game play. “The game-based learning movement is on and we are excited to be out in front of it,” noted Thomas.

Triseum’s ARTé game-based learning series transports students to pivotal time periods where they are active cultural participants. ARTé: Lumière will empower students to relate both academic and impressionist artworks to the political, social, cultural, religious and economic milieu. In ARTé: Hemut, students will chart the course of history to experience the creation and culture that gave birth to the iconic pyramids, tombs and temples.

The original game in the series, award winning ARTé: Mecenas®, allows students to commission works of art as a Medici banker. Launched in 2016, it is used by schools in the U.S. and Europe. In a research study, ARTé: Mecenas boosted knowledge gain by nearly 25 percent, and results from a year-long validation study using the game revealed strong student engagement, motivation to learn and knowledge acquisition.

“Introducing game-play, adventure and simulations into a learning experience feeds students’ hunger for problem-solving, exploration and learning through activity. It engages them in profound ways,” said Karl Kapp, professor of Instructional Technology at Bloomsburg University and author of several books on game-based learning. “Triseum’s games are filled with learning opportunities, which motivate students to think creatively, experiment with the content, and connect more deeply to the subject and its relevance.”

For more information about game adoption, please contact: sales@triseum.com.

Four Must-Attend Annual Events in Europe for Supporters of Game-Based Learning

Europe is a hotbed for Game-Based Learning (GBL). Not only is the continent home to some of the leading innovators in educational video games, but European Union leaders have offered critical support, for the use of innovative teaching techniques in classrooms across the continent, including video games.   

Every year there are a number of events where GBL experts can share their wisdom with one another and, perhaps more importantly, with others who are interested in learning about the benefits of GBL: educators, academics and policymakers.

If you fall into any of these categories, the following events are great opportunities to discover exciting new developments in learning and, just as importantly, to mix with bright people who are motivated to make a difference in education.

Virtual Worlds and Games for Serious Applications 
Typically held in September, the Virtual Worlds and Games for Serious Applications or VS-Games conference is a yearly opportunity to discuss the latest innovations in virtual worlds and their real-world applications, ranging from game-based learning for elementary school students to physical rehabilitation for those who have suffered debilitating accidents. Topics covered include game design, engineering, human-computer interaction techniques and strategies for using virtual worlds to teach.

The intimate event usually attracts between 60-80 people, the great majority of whom work in academia. However, the goal of the conference is hardly scholarly navel-gazing: these people want to share ideas and technology that will advance society. Thus, event organizers are eager to welcome those from outside of the academy who are interested in sharing their own ideas or learning from others.

European Conference on Games Based Learning
Held every October, the European Conference on Games Based Learning (ECGBL) offers a chance for anybody interested in the development of game-based learning –– scholars, game-designers, educators –– to share the newest technological innovations in the field as well as discuss how to best put educational games to use.

What the ECGBL does exceptionally well is blend the theoretical with the tangible. Those who attend the conference provide a diversity of perspectives on GBL, from scholars with big-picture ideas on how games can transform education to game-designers who may be narrowly focused on showing how their latest game can help educators teach their students a certain skill.  

OEB
By the standards of the fast-changing world of educational technology, OEB (formerly Online Educa Berlin), which typically takes place towards the end of the year, has been around a long time. Its history stretches back nearly a quarter-century, to the dawn of the online era, when cutting edge computer programs either came on a CD-ROM or a floppy disk.

Due to its institutional status, you can always count on OEB being a big deal. In recent years more than 2,000 international learning professionals have trekked to the conference to learn from scholars, policymakers and technologists about the latest developments in digital learning. The event features a wide range of exhibitions relating to educational technology, including the latest gamified learning apps, augmented reality devices, online proctoring tools and new research on best practices in digital learning.

Games and Learning Alliance Conference
The Games and Learning Alliance Conference (GALA Conf) takes place every year in December and is organized by the Serious Games Society, an organization that promotes the advancement of games that exist for purposes beyond entertainment. The three-day event features tutorials, demos of new technology or games and lectures by some of the foremost thinkers in the serious games community.

GALA is a great chance for academics who are researching game-based learning to get a first-hand look at the latest innovations in the development of educational video games and it’s also an excellent opportunity for up-and-coming developers to show their products to those who could very well become their game’s strongest proponents.  

According to Teachers, Art History Game – ARTé: Mecenas™ Boosts Decision Making Skills, Creativity and Collaboration

The second webinar in our game-based learning validation study series recently aired, giving teachers a platform to share their insights from implementing our art history game, ARTé: Mecenas™, into their classrooms. The study followed classes in Norway, Poland, Portugal, Italy and Greece and was designed to empower participating teachers to consider new trends in learning models and investigate innovative technologies, all without losing site of learning outcomes.

The webinar was hosted by European Schoolnet and the replay is available here.

More than 470 students in 19 classes played ARTé: Mecenas over the 2017-2018 academic year. Collectively, teacher feedback revealed the interest and enjoyment students found in art history as a result of playing the game. The vast majority of participating teachers agreed that game had a positive impact on student motivation and engagement and one teacher even noted that the game was used an accelerator to learn the content.

During the webinar, instructors were asked the following questions and provided some keen conclusions:

What competencies did you look to foster in your students?

  • Students gained research and problem-solving skills, critical and reflective thinking skills, and communicative skills.
  • One of the most surprising take-aways was the creativity ARTé: Mecenas inspired in students, whereby they not only created instructional videos, but also their own imaginative scenarios, artworks and storylines.

What were students’ reactions to playing ARTé: Mecenas?

  • Students were surprised at first as games are not a typical medium in their classrooms; they quickly grew to appreciate the teamwork aspect.
  • Students loved that they could combine what they learned with each other, which made the learning experience more motivating and stimulating.

What was the impact of the game on student knowledge acquisition?

  • ARTé: Mecenas not only improved student decision making, it proved to be a valid approach to global knowledge.
  • Students learned through teamwork, were active in discussions, and supported each other to level-up in the game.
  • Students shared both knowledge and strategic thinking, as well as engaged in self-assessment.

What changed in the classroom after the implementation of ARTé: Mecenas?

  • Students realized they can learn, compete and have fun simultaneously.
  • Students gained an appreciation for the complexities of life, strategic thinking in a business setting, and the importance of collaboration.
  • Students engaged in a dialog about more than just the classroom content, but also the strategy behind the game.

Prior to our ARTé: Mecenas webinar, teachers also participated in a webinar in which they shared their insights from implementing our calculus game, Variant: Limits, into their classroom. The replay of that webinar is available here.

Both the executive summary and the complete report can be downloaded here. The study was conducted in partnership with Triseum and European Schoolnet and the results were evaluated by the University of Würzberg.

Must Read Game-Based Learning Books for Your Summer Reading List, Part II

Summer reading lists aren’t just an ideal way to keep students’ minds active over the extended break, they also give us as educators a great opportunity to dive into some must reads. In my last blog post, I shared some fantastic books for getting started in game-based learning, including trends, considerations and research.

Now let’s explore the design and development side of game-based learning. All academic games are not created equal. While basic games can help students grasp concepts and content, games that are based on advanced storylines, sophisticated graphics and instructional design principles are more likely to meet their digital expectations and motivate them to play again and again.

I invite you to check out the following game-based learning design books:

Both the formal research and the anecdotal feedback around game-based learning point to measurable improvements in learning outcomes and far more enjoyable experiences when games are designed appropriately. If you have questions about game-based learning, where it works, or how you can get involved, let’s connect at info@triseum.com.

Results From Triseum’s Year-Long Game-Based Learning Validation Study Reveal Strong Student Engagement, Motivation and Knowledge Acquisition

College Station, TX and Brussels, Belgium – July 10, 2018 – In a new game-based learning validation study, participating teachers agreed that Triseum’s immersive academic games had a positive impact on student engagement, motivation to learn and knowledge acquisition. The study, which was conducted in collaboration with the European Schoolnet (a network of 34 Ministries of Education across Europe), followed more than 850 students playing Triseum’s art history game ARTé: Mecenas and calculus game Variant: Limitsduring the 2017-2018 academic year. 

“Everything we do at Triseum starts and ends with student success. To realize the positive impact that our games are having on students, not only through our own assessments, but through compelling third-party research, is inspiring,” said André Thomas, Triseum CEO and Texas A&M professor. “Additionally, instructors confirmed that our games attracted students’ attention, increased students’ confidence and social skills, and allowed students to exercise their imaginations. Through this study, the power of game-based learning comes to light across the globe, validating games as not only innovative, but effective.”

Twenty teachers across Norway, Poland, Portugal, Italy and Greece implemented the games in their classrooms and took part in the study, in which The University of Würzberg used a triangular evaluation approach to obtain valid and measurable results. Most teachers chose to have their students play the games both at home and at school or in flipped classroom settings, and they experimented with students playing both individually and in groups. Data gathered through questionnaires and focus groups concluded the following:

  • Most students showed behavioral, emotional, cognitive and agentic engagement.
  • There was strong motivational potential of game-based learning with respect to both games.
  • Students learned within the scope of the proposed goals and the overall impact on knowledge acquisition was perceived as positive with both games and the game-based learning approach.

Variant: Limits inspired our students to be far more involved with the subject as students developed investigative spirits, critical thinking skills and deeper enthusiasm for calculus,” said Carminda Marques, math teacher at Escola Secundaria de Fafe in Portugal. “If you were to ask any of our students, playing Variant: Limits made practice more fun, not to mention we as teachers saw overall better performance.”

Marc Durando, Executive Director of European Schoolnet, commented, “Immersive and sophisticated games, such as Triseum’s Variant: Limits and ARTé: Mecenas™, integrate more dynamic and real-world activities into the learning experience, and based on this initial research, it is a model that appears to work. We are encouraged by these first results and look forward to keeping the research, dialogue and momentum moving forward.”

Both the executive summary and the complete study are available through European Schoolnet’s Future Classroom Lab.  Additionally, teachers shared their feedback and findings in two webinars. Archives of the Variant: Limits results webinar and the ARTe: Mecenas results webinar are posted.

“We appreciate the opportunity to engage with all of the participating teachers who shared such valuable insights and we are grateful to European Schoolnet and the University of Würzberg for their dedication to producing a meaningful and thorough report,” concluded Thomas.

About European Schoolnet 
European Schoolnet is the network of 34 European Ministries of Education, based in Brussels. As a not-for-profit organisation, we aim to bring innovation in teaching and learning to our key stakeholders: Ministries of Education, schools, teachers, researchers, and industry partners. European Schoolnet’s mission is to support relevant education stakeholders in Europe in the transformation of education processes for 21st century digitalized societies. Our remit is to identify and test promising innovative practices, share evidence about their impact, and support the mainstreaming of teaching and learning practices aligned with 21st century standards for the education of all students.

The Summer Slump: Can Video Games Minimize the Imminent Slide?

It is said that most students lose about two months of grade level equivalency in reading and mathematical computation skills over the summer months, according to Think Stretch. Harvard Graduate School of Education says it’s even higher when it comes to math, reporting  on average students lose approximately 2.6 months of learning in math over the summer — and teachers have to give up weeks of class time, or more, to make up for that loss.

These alarming statistics have educators and parents alike concerned over the “summer slump,” a very real and legitimate concern impacting students of all ages. While there is something to be said for R&R over the summer, the burden placed on teachers and students when they return in the fall is a big one. This epidemic has grown so large it spurred the launch of an organization known as National Summer Learning Association.

What can parents and educators do to help lessen the degree of summer learning loss? When it comes to reading, it’s not uncommon for middle and high school kids to be assigned required reading. The trick is to work it into your routine and not wait until August for a massive reading cram session. For elementary school kids, local libraries are a great source for summer reading programs with all kinds of incentives. Again, the key is regularity.

Repetitious math practice and even maintaining strategic and creative thinking skills can be a bit more challenging. Take-home study guides and workbooks can be helpful for math but require a lot of discipline and may too closely resemble homework, which doesn’t seem remotely interesting to kids on a break from school.

Have you considered video games? Chances are kids are already unwinding on their computers and in front of their game consoles, so why not introduce some academic games into the mix? Specifically, educational games that mirror the interactivity and creative elements of entertainment games are a great way to motivate them and change up their focus.

Variant: Limits, our calculus game, engages students in challenging math concepts while empowering them to have fun in the process. The game brings calculus to life in a 3D environment where students and players find themselves on an imaginary planet facing imminent doom – that is, unless they can solve a series of increasingly challenging calculus problems to save the planet from geomagnetic storms.

ARTé: Mecenas, our art history game, immerses students and players in the 15th and 16th century Italian Renaissance where they commission works of art as a Medici banker. They read through the intriguing story line, weigh their options and make decisions to balance relationships with powerful city-states, merchant factions and the Catholic Church or risk excommunication, exile and bankruptcy.

Games can deter the summer slump for a variety of ages. Younger kids might enjoy Diffission by Filament Games, a fractions learning game aligned to Common Core standards where they learn by slicing through deceptively simple shapes, manipulating swap and dissolve blocks, and earning the coveted title of Diffissionist.

Reach for the Sun is another Filament game for kids to hone their strategic thinking and decision-making skills aligned to Common Core and Next Generation Science standards. Players grow their plant from a seedling, defend it against insects and help it struggle through the seasons to pollinate and produce flowers. They learn about photosynthesis and the way that seasons relate to plant life cycles as they try to keep their flower alive and thriving until the end of the year.

Students have told us time and again they are having so much fun playing our games they often forget they are learning. Failure in the game doesn’t seem like failure in the subject as they actually look forward to analyzing new strategies and trying new paths to advance. To them it’s not homework, it’s a game. Now, if that isn’t a remedy to combat summer brain drain and inspire active learning on those hot June, July and August days, I don’t know what is!

Variant: Limits and ARTé: Mecenas can be purchased online at https://store.triseum.com/.

For a complete list of Filament’s games, visit https://www.filamentlearning.com/products.