EFTA01092527
EFTA01092530 DataSet-9
EFTA01092555

EFTA01092530.pdf

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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 EFTA01092532 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 EFTA01092533 our target market ... • accelerating student achievement • remediation of at-risk students • 5 EFTA01092534 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 EFTA01092535 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 EFTA01092536 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 EFTA01092537 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 EFTA01092539 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 EFTA01092540 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 of rim rrtri to ir-fIl It-irt,t, tint, EFTA01092541 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 EFTA01092542 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 EFTA01092543 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 EFTA01092544 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 EFTA01092545 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 mrt,l-tInt-r% th,t mart, to twt-tririmrirttc, EFTA01092546 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 EFTA01092547 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 EFTA01092548 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 EFTA01092549 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 EFTA01092550 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 EFTA01092553 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
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