📄 Extracted Text (1,396 words)
enriching learning potential
through revolutionary games
Assessment integration Research
1
EFTA01092530
the Al approach ...
scientific: grounded in basic and applied
research, integrated with gaming psychology
social: personal avatar, socially networked, e
at.
building on familiar social games
C.
dynamic: game tracks player — adjusts
game personality & difficulty
data analysis: in-game encouragement for
player, post-game analysis for clinical staff
EFTA01092531
the Al science approach ...
• target core cognitive
components of learning 4. 1
• computer-based games for
assessment and enrichment
IP
• psychologically grounded architecture:
• engages all ages A
q • improves academic performance
& general decision making
core cognitive components of learning that
support all content areas, as well as study
habits.
3
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our competitive edge ...
• unique synthesis of the sciences
of mind, brain & behavior
• games that are psychological,
quantitative and adaptive
• target root causes of learning
and behavioral problems
div
4
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our target market ...
• accelerating student
achievement
• remediation of
at-risk students
•
5
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a unique financial intersection ...
K-12 E-Learning Gaming Industr;
• 16.8% annual growth
• Global market: $107b92015 • 9- °A) annual growth
• $68b 'ndustry by 2012
• Brain training games:
$265m->$5b by 2015
risk you
• USA: 14m poor, 2m homeless,
2.5 m criminals
• lm drop outs/yr 4
$350b lost income
• career criminal cost:
$1.5 m/per ind.
6
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example: training self-control ...
• root cause of poor study habits, reasoning,
behavior, academic performance
• root cause of at-risk populations: substance
abuse, aggression, school attendance
• scientifically proven effectiveness via genetics,
neurobiology, psychology, and clinical research
to
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what's the evidence ...
• self-control strongest predictor of academics
+1.0 S = statistically significant
a)
O
L.)
:
S Final GPA
C
O 0.0 School absences
Homework hrs
RI
O
-1.0
Self-control IQ
Duckworth & Seligman, 2005
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what's the evidence ...
• self-control can be strengthened like a muscle
"Simon Says" practice and other self-control
games improve academic performance
(math & reading) in young children
If
Posture regulation for 4 weeks increases
study habits & health maintenance, while
reducing smoking & impulse shopping, in
to teenagers and young adults
EFTA01092538
our products ...
Catch
Natch Out Mole Madness
•
Runner
Born to Fly
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each game has ...
• preset & dynamic parameters
111
• adaptive intelligence to monitor
and adjust game play III
• detailed performance recording
and evaluation
• integration with social network WeL.Pi
q \ I\i i
-pre-programmed parameters: for level of
difficulty and criteria for advancement
-adaptive intelligence: coach, and advance
to new challenge levels
-generates different levels of performance
evaluation evaluation, from fine-grained for
teachers and clinicians, to coarse for
students
-integration with social network for larger
scale play and performance comparison
11
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Watch out ...
Scoreboard
Bonus points: 10
Finish time: 1:14
Time: 1:14
This is a version of the child's game, Red
Light Green Light. Subject must advance his
avatar to finish line, but can only advance
when female-face avatar has her eyes
closed. If subject moves when eyes are
open, there is a penalty, involving stepping N
number of steps. This game starts out with
subject playing alone, but then, with higher
levels, it turns social, and other players log
in, socially networked. We also implement
artificial intelligence to create competitors
who can outcompete subject, pushing them
harder, or weaker competitors to boost
confidence. Our Al tracks subject's
performance and allows for complete
12
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Watch out ... Fl
• parameterize challenge levels
time path eye paces path
allotted length cycle back number
This can run in either automated mode, or
with administrators who wish control, can run
in manual mode where each parameter of
the game can be changed; we provide
handbook for how the parameters map to
psychologically relevant dimensions of
learning.
13
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Catch ... Niko
111
Scoreboard
Jen AUSS
MC 4 3
Ted Tra
‘1
Niko 2 2
f' 7 Ti,e. Leff: 1:1k
,
ME A.
1!
Time Out On Deck
This is a ball tossing game, but involves Al
that causes subject to be ostracized from
time to time. Players are either programmed
up with Al to simulate particular patterns of
interaction, or allow for other players to log in
and play. When other players are involved,
program also gives a map of where the other
players are located geographically. This
simulates the game play for Call of Duty 3 in
which there is a global map of player
locations.
14
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Mole madness ...
Scoreboard
Correct hits: 33
Wrong hits: 18
Bonus points: 0
Finish time: 1:26
Final score: 29
Moles pop up in different locations and
subject must whack or feed them (depending
on the game) before they drop down. The
self-control problem emerges in many
situations as they must only feed/whack
appropriate color (indicated in the target
box), and sometimes the mole to feed or
whack is one color while the worm or
hammer is another. This maps to well
known scientific experiments on self-control.
15
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Born to fly ...
SWAT Time Left
red 0:28
Scoreboard
Correct hits 12
tI
Bonus points: 10
Finish time: 1:02
Final score: 68
This is an active-game version of the Stroop
test. Here, subjects must swat either the
color word indicated or the color splotch
indicated. The self-control challenge comes
from the fact that a color word printed in a
different color poses a conflict. So if I must
swat all flies with the word "red" but see flies
with the word "blue" in red print, I have to
inhibit focusing on printed color.
16
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Runner ...
Scoreboard
Cortect. starts: 5
Bonus points: 10
Finish time: 1:14
Final score: 46
In the runner game, either preprogrammed
runners join the subject or others log on.
Game entails running through different
habitats as fast as possible to reach finish
line, avoiding obstacles, and stopping
whenever loudspeaker says "stop." if you
keep running when you hear stop, you are
moved back. Sometimes you hear other
words that sound like stop such as "shop" or
"slop" and here, you don't have to stop. If
you do and others don't, you will lose time.
Once subjects stop, the speaker then says
"go" or some close approximation. Subjects
can only go when it is actually the word "go",
not, e.g., "goat." This is a motor inhibition
17
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games 4 real-time emotion ...
This game will take advantage a wrist device
that measures galvanic skin response. In this
game, you go faster the more relaxed you
are. If you are getting stressed by your
advance in the race, your avatar moves
more slowly. This game therefore uses
biofeedback to influence self-control.
18
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Different data levels ...
Scoreboard
student
Step points: 8
online Steps back: 2
72
student I
offline
III highest scor
highest level
5
RT HL Max Min Av SP
49 staff/parent 111 4 28 12 18 3.2
offline 231' 3 48 10 32 2.9
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the competition? ...
• 14 million users
e.g., Lumosity • 25% quarterly growth
0-17 0
since 2007
4, blue blue
Ana Oath
a —
-
O40
Attention, Self-control Self-control
dip
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AI t Iffri9§itY
science-based
focus on core cognition
social games
social network play 0
generalization beyond game
user control — parameters
artificial intelligence coach
detailed performance analysis
Lumosity is pulling in massive $$, but is
incredibly limited. We can do far better.
21
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marketing options ...
• games & analysis package for
schools: public, private, alternative
• games & analysis package for
home use
• individual games as downloadable
apps: public & scientific community
to
EFTA01092551
EFTA01092552
' . Velcome back Amanda!
o O
Highest Level 2 3 2 3 2
Highest Score 45 56 73 85 50
Current Level 1 3 2 2 2
Week 1
Done
Extra 0 1 1
Week 2
Done
Extra 0 1 0 4 0
Click Next to get started or Done to come back later
Next Done
Profile page
24
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what's the evidence ...
• Self-control correlates with youth criminality
M. DeLisi et al study (2007):
• 723 incarcerated delinquent youths
• those most lacking in self-control
were 5 times more likely to be
career criminals
• self-control explained —80% of
variation; remaining variance is
age, race, gender, socioeconomics,
mental illness, ADHD, trauma
experience
EFTA01092554
ℹ️ Document Details
SHA-256
55c4bb11bfcd56a9e2d4a1a32e0e4a86c44196a2856b1a8e05ae017151b7b36e
Bates Number
EFTA01092530
Dataset
DataSet-9
Document Type
document
Pages
25
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