enriching learning potential
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,
building on familiar social games
dynamic: game tracks player — adjusts
game personality & difficulty e
at.
C.
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
IP assessment and enrichment
q • psychologically grounded architecture:
• engages all ages
• improves academic performance
& general decision making A
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
divand behavioral problems
4
EFTA01092533
our target market ...
• accelerating student
achievement
• remediation of
at-risk students
•
5
EFTA01092534
a unique financial intersection ...
Gaming Industr; K-12 E-Learning
• 16.8% annual growth
• Global market: $107b92015
• Brain training games:
$265m->$5b by 2015 °A) annual growth
• $68b 'ndustry by 2012 • 9-
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
a)
O L.)
C
O 0.0
RI
O
-1.0 S S = statistically significant
:Final GPA
School absences
Homework hrs
Self-control IQ
Duckworth & Seligman, 2005
EFTA01092537
what's the evidence ...
• self-control can be strengthened like a muscle
to If "Simon Says" practice and other self-control
games improve academic performance
(math & reading) in young children
Posture regulation for 4 weeks increases
study habits & health maintenance, while
reducing smoking & impulse shopping, in
teenagers and young adults
EFTA01092538
our products ...
Catch
Natch Out
Born to Fly Mole Madness
•
Runner
EFTA01092539
each game has ...
q • preset & dynamic parameters 111
• adaptive intelligence to monitor
and adjust game play III
• detailed performance recording
and evaluation
• integration with social network WeL.Pi
\I\ii
-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
of rim rrtri to ir-fIl It-irt,t, tint, 12
EFTA01092541
Watch out ...
• parameterize challenge levels
time path eye paces path
allotted length cycle back number Fl
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 ...
Ted
f' 7 Niko
ME Jen 111 Scoreboard AUSS
MC 4 3
Tra
‘1
Niko 2 2
Ti,e. Leff: 1:1k
1! ,
A . 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
red Time Left
0:28
Scoreboard
Correct hits 12
t I
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
mrt,l-tInt-r% th,t mart, to twt-tririmrirttc ,17
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 ...
student
online Scoreboard
Step points: 8
Steps back: 2
student I III offline
4972
highest scor
highest level
5
RT HL Max Min Av SP
staff/parent 111 4 28 12 18 3.2
offline 231' 3 48 10 32 2.9
EFTA01092548
the competition? ...
e.g., Lumosity
4,0-17 0
Ana
a — -
O40
dipAttention, Self-control • 14 million users
• 25% quarterly growth
since 2007
blue blue
Oath
Self-control
EFTA01092549
A I 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 Highest Level 2 3 2
Highest Score 45 56 73
Current Level 1 3 2
Week 1
Done
Extra 0 1 1
Week 2
Done
Extra 0 1 0 O
3 2
85 50
2 2
4 0
Click Next to get started or Done to come back later
Next
Profile page Done
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
📷 Images in this document (25 detected; 6 largest described)
AI-generated factual descriptions of embedded images (llava:13b). These are searchable across the corpus.
[Image 1] The image appears to be a screenshot from a video game, specifically a running game. The game interface is visible, showing a scoreboard with a player's name and score. There are two characters in the game, one on the left and one on the right, both depicted in a running pose. The character on the right is wearing a white shirt with a logo on the left chest area, but the logo is not clearly visibl
[Image 2] The image appears to be a screenshot of a webpage or a document with a section titled "WATCH OUT..." The content of the text is not fully visible, but it seems to be discussing a game or a competition involving a character named "Red Light Green Light." The text mentions a female avatar and refers to the game's rules. There is a graphic element that looks like a game interface with a scoreboard an
[Image 3] The image appears to be a screenshot from a video game, specifically from a game that seems to involve moles. The screenshot shows a game interface with various colored moles, each with a different color, and some with patterns. There are also indicators for health points and possibly other game-related statistics. The text at the top of the image reads "Mole madness" and below it, there is a subt
[Image 4] The image appears to be a screenshot from a video game, specifically from "Call of Duty 3," as indicated by the logo in the top left corner. The screenshot shows a multiplayer game in progress, with four characters on the screen, each representing a player. The characters are depicted in a stylized manner typical of video game graphics. The game interface includes a scoreboard at the top right cor
[Image 5] The image appears to be a screenshot of a computer game interface. The game is titled "Born to Fly" and includes a timer at the top left corner indicating "Time Left: 0:08:28." Below the title, there is a scoreboard showing "Score: 19" and "Time: 0:08:28." The main part of the screenshot shows a gameplay area with two red and black insects, which seem to be the subject of the game. The insects are
[Image 6] The image appears to be a slide from a presentation, possibly educational or informational in nature. The slide has a title at the top that reads "Games -> real-time emotion ..." and a subtitle below that says "This game will take advantage of a wristband device that measures galvanic skin response." There are several images on the slide, including a hand wearing a wristband, a graph with a line t