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THE DIGITAL ME PROJECT
A Revolutionary Game-Based Method
to Offset Learning Disabilities
Copyright © 2014 Dr Paul Pivec
ROCK, PAPER, SCISSORS
• Males almost always choose
Rock on their first throw
• Experienced players will
almost always choose Paper
• Players will not throw the
same three times in a row
• Inexperienced players will
almost always choose a form
that beats their last throw
Copyright © 2014 Dr Paul Pivec
HOLY GRAIL OF
PRESENTATIONS
"Tell them what you
are going to tell
them,
tell them, then tell
them what you have
told them"
Aristotle (322 BC)
Copyright © 2014 Dr Paul Pivec
KNOWING WHAT
YOU ARE LEARNING
“Meta Learning: the process by which learners
become aware of and increasingly in control of
habits of perception, inquiry, learning, and
growth that they have internalised".
Maudsley (1979)
Copyright © 2014 Dr Paul Pivec
Copyright © 2014 Dr Paul Pivec
PERCEPTIONS OF WHAT WE LEARN
Pivec (2010)
Copyright © 2014 Dr Paul Pivec
MIDTOWN MADNESS
Christopher
• Athentosis Quadriplegia
• Uses a Powerchair
• Communicates via Pathfinder
• Uses a head wand
MIDTOWN MADNESS
Christopher
• Athentosis Quadriplegia
• Uses a Powerchair
• Communicates via Pathfinder
• Uses a head wand
“it feels like I am learning to drive.”
“drive my wheel chair better.”
COUNTERSTRIKE
• First Person Shooter
• Multiplayer Game
• Team against Team
• View mode until Respawn
Copyright © 2014 Dr Paul Pivec
Copyright © 2014 Dr Paul Pivec
RECURSIVE LOOPS OF GBL
COUNTERSTRIKE
• First Person Shooter
• Multiplayer Game
• Team against Team
• View mode until Respawn
Multitasking abilities increased 2.5
times after 2 hours of play
Copyright © 2014 Dr Paul Pivec
DANCE DANCE REVOLUTION
• Movement Based Game
• Single and Two Player
• Displays Statistics
• Beginner and Expert
Modes
Copyright © 2014 Dr Paul Pivec
DANCE DANCE REVOLUTION
Copyright © 2014 Dr Paul Pivec
DANCE DANCE REVOLUTION
• Movement Based Game
• Expert Players achieve 7
moves per second
• Displays Statistics
• Beginner and Expert
Modes
Copyright © 2014 Dr Paul Pivec
DANCE DANCE REVOLUTION
• Movement Based Game
• Expert Players achieve 7
moves per second
• Displays Statistics
• Beginner and Expert
Modes
Copyright © 2014 Dr Paul Pivec
Visual Searching, Pattern recognition, Memory re-coding
PHONOLOGICAL ZOMBIES
• Immersive Dungeon
Environment
• Digital Span Forward Test (7+/-
2)
• 65 test subjects, 15 in control
group
• Test, 15 minutes of play, re-
test, repeated after one week
Copyright © 2014 Dr Paul Pivec
PHONOLOGICAL ZOMBIES
• Immersive Dungeon
Environment
• Digital Span Forward Test (7+/-
2)
• 65 test subjects, 15 in control
group
• Test, 15 minutes of play, re-
test, repeated after one week
Significant increase in Memory Scores
Expert players scored higher
Novice players improved more
Copyright © 2014 Dr Paul Pivec
GAME DESIGN FOR GBL
• Constant and Relevant Feedback
Learners learn faster if they know what they are learning
• Customisable Features
Persistent re-engagement occurs if Learners are invested
• Adaptive Scaffolding
Skill level must match challenge level
• Selectable Goals and Outcomes
Learning is accelerated if metacognition is catered for
Copyright © 2014 Dr Paul Pivec
GAME DESIGN FOR GBL
• Gender Appropriate
Learners require different task types depending on gender
• Alternative View Modes
Player investment is increased with appropriate game genres
• Accessible User Interface
Interface must be customisable for accessibility
• Selectable Language
Learners prefer to learn in their own language
Copyright © 2014 Dr Paul Pivec
Copyright © 2014 Dr Paul Pivec
LATE EFFECTS
Many children will experience Cognitive Decline
and reduced Social Acceptance after being
treated for Childhood Cancer. This is particularly
evident with young girls
LATE EFFECTS
Copyright © 2014 Dr Paul Pivec
Many children will experience Cognitive Decline
and reduced Social Acceptance after being
treated for Childhood Cancer. This is particularly
evident with young girls
ADHD, AUTISM
Cognitive Learning has been proven to help with
ADHD, Autism, and other disorders of neural
development.
ADHD, AUTISM
Cognitive Learning has been proven to help with
ADHD, Autism, and other disorders of neural
development.
LATE EFFECTS
Copyright © 2014 Dr Paul Pivec
LEARNING
DISABILITIES
Neurological disorders that affects the brain’s
ability to receive, process, store and respond to
information can be improved and managed
Many children will experience Cognitive Decline
and reduced Social Acceptance after being
treated for Childhood Cancer. This is particularly
evident with young girls
DIGITAL ME
Enhanced Game Design to
Accelerate Learning,
targeted to offset cognitive
decline in children and assist
with learning disabilities.
Copyright © 2014 Dr Paul Pivec
SUPPORT FROM CLINICIANS
• Director or Research: Children’s Cancer
Research
“This product needs to be made, I can see many
advantages”
• CEO Children’s Starship Hospital
“This would benefit young patients dealing with brain
issues from illness”
• Leading Child Psychologist
“Makes perfect sense, digital games could be a powerful
intervention, great work!” Copyright © 2014 Dr Paul Pivec
• The Digital Me project is based on 15 years of in-
depth research and prototyping, resulting in a
proven framework of game-based learning
methodology and toolsets.
• Using these design principles, an increase of
cognitive abilities more than 2.5 times over that
of traditional drill and practice methods has been
proven.
• These principles, including the Adaptive
Intelligence Module (AIM) and Active Intuitive
Scaffolding (AIS) features, are the core of this
revolutionary application.
Copyright © 2014 Dr Paul Pivec
DIGITAL ME
Digital Me is a library of games
that are linked to an onscreen,
age appropriate and
customisable character, using
revolutionary design principles
to accelerate cognitive
learning.
Copyright © 2014 Dr Paul Pivec
DIGITAL ME
The application and associated
games, focus on creating an
environment that motivates the
user to persistently re-engage,
fostering the drill and practice
of cognitive skills through
interactive play.
Copyright © 2014 Dr Paul Pivec
MORE THAN JUST GAMES
Digital Me will also provide features
such as reminding the user to
complete real-life tasks (like take
medications), all in a safe virtual
environment with parental control
or clinical supervision.
Copyright © 2014 Dr Paul Pivec
MORE THAN JUST GAMES
Digital Me also provides XML data
for importing to other analysis
programs for parental and clinical
monitoring.
Copyright © 2014 Dr Paul Pivec
CLINICAL REPORTING
• Attention duration
• Selective attention
• Divided attention
• Visual processing
• Peripheral vision
• Spatial visualisation
• Spatial memory
• Sequential processing
• Simultaneous processing
• Working memory
Copyright © 2014 Dr Paul Pivec
THE DIGITAL ME DIFFERENCE
• Uses addictive Gaming hooks to encourage
Persistent Re-Engagement.
• Designed for mobile and touch screens for
anytime, anywhere learning.
• Provides Parental and Clinical reporting.
• Based on 15 years of Proven Scientific
Research.
Copyright © 2014 Dr Paul Pivec
THE DIGITAL ME DIFFERENCE
• Active Intuitive Scaffolding (AIS)™
– automated challenge levelling for
optimum skill improvement.
• Adaptive Intelligence Module (AIM)™
– incremental knowledge-base of
intelligent agent.
Copyright © 2014 Dr Paul Pivec
Copyright © 2014 Dr Paul Pivec
RECURSIVE LOOPS OF GBL
THE DIGITAL ME DIFFERENCE
• Active Intuitive Scaffolding (AIS)™
– automated challenge levelling for
optimum skill improvement.
• Adaptive Intelligence Module (AIM)™
– incremental knowledge-base of
intelligent agent.
Copyright © 2014 Dr Paul Pivec
Copyright © 2014 Dr Paul Pivec
RECURSIVE LOOPS OF GBL
Copyright © 2014 Dr Paul Pivec
GAME DESIGN FOR GBL
• Constant and Relevant Feedback
• Customisable Features
• Adaptive Scaffolding
• Selectable Goals and Outcomes
• Gender Appropriate
• Alternative View Modes
• Accessible User Interface
• Selectable Language
Copyright © 2014 Dr Paul Pivec
GAME DESIGN FOR MOBILE
• Small bursts of Gameplay - Learning bites
• Design for Touch
• Include Social Interface
• Use Push Notifications
• Include Hooks and Teasers
• Code for multiple Platforms
Copyright © 2014 Dr Paul Pivec
ROCK, PAPER, SCISSORS
• Males almost always
choose Rock on their first
throw
• Experienced players will
almost always choose
Paper
• Players will not throw the
same three times in a row
• Inexperienced players will
almost always choose a Copyright © 2014 Dr Paul Pivec
Copyright © 2014 Dr Paul Pivec
digitalme.piveclabs.com

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Keynote iGBL Conference. Digital Me. A Revolutionary Game-Based Method to Offset Learning Disabilities. Dr Paul Pivec

  • 1. THE DIGITAL ME PROJECT A Revolutionary Game-Based Method to Offset Learning Disabilities Copyright © 2014 Dr Paul Pivec
  • 2. ROCK, PAPER, SCISSORS • Males almost always choose Rock on their first throw • Experienced players will almost always choose Paper • Players will not throw the same three times in a row • Inexperienced players will almost always choose a form that beats their last throw Copyright © 2014 Dr Paul Pivec
  • 3. HOLY GRAIL OF PRESENTATIONS "Tell them what you are going to tell them, tell them, then tell them what you have told them" Aristotle (322 BC) Copyright © 2014 Dr Paul Pivec
  • 4. KNOWING WHAT YOU ARE LEARNING “Meta Learning: the process by which learners become aware of and increasingly in control of habits of perception, inquiry, learning, and growth that they have internalised". Maudsley (1979) Copyright © 2014 Dr Paul Pivec
  • 5. Copyright © 2014 Dr Paul Pivec
  • 6. PERCEPTIONS OF WHAT WE LEARN Pivec (2010) Copyright © 2014 Dr Paul Pivec
  • 7. MIDTOWN MADNESS Christopher • Athentosis Quadriplegia • Uses a Powerchair • Communicates via Pathfinder • Uses a head wand
  • 8. MIDTOWN MADNESS Christopher • Athentosis Quadriplegia • Uses a Powerchair • Communicates via Pathfinder • Uses a head wand “it feels like I am learning to drive.” “drive my wheel chair better.”
  • 9. COUNTERSTRIKE • First Person Shooter • Multiplayer Game • Team against Team • View mode until Respawn Copyright © 2014 Dr Paul Pivec
  • 10. Copyright © 2014 Dr Paul Pivec RECURSIVE LOOPS OF GBL
  • 11. COUNTERSTRIKE • First Person Shooter • Multiplayer Game • Team against Team • View mode until Respawn Multitasking abilities increased 2.5 times after 2 hours of play Copyright © 2014 Dr Paul Pivec
  • 12. DANCE DANCE REVOLUTION • Movement Based Game • Single and Two Player • Displays Statistics • Beginner and Expert Modes Copyright © 2014 Dr Paul Pivec
  • 13. DANCE DANCE REVOLUTION Copyright © 2014 Dr Paul Pivec
  • 14. DANCE DANCE REVOLUTION • Movement Based Game • Expert Players achieve 7 moves per second • Displays Statistics • Beginner and Expert Modes Copyright © 2014 Dr Paul Pivec
  • 15. DANCE DANCE REVOLUTION • Movement Based Game • Expert Players achieve 7 moves per second • Displays Statistics • Beginner and Expert Modes Copyright © 2014 Dr Paul Pivec Visual Searching, Pattern recognition, Memory re-coding
  • 16. PHONOLOGICAL ZOMBIES • Immersive Dungeon Environment • Digital Span Forward Test (7+/- 2) • 65 test subjects, 15 in control group • Test, 15 minutes of play, re- test, repeated after one week Copyright © 2014 Dr Paul Pivec
  • 17. PHONOLOGICAL ZOMBIES • Immersive Dungeon Environment • Digital Span Forward Test (7+/- 2) • 65 test subjects, 15 in control group • Test, 15 minutes of play, re- test, repeated after one week Significant increase in Memory Scores Expert players scored higher Novice players improved more Copyright © 2014 Dr Paul Pivec
  • 18. GAME DESIGN FOR GBL • Constant and Relevant Feedback Learners learn faster if they know what they are learning • Customisable Features Persistent re-engagement occurs if Learners are invested • Adaptive Scaffolding Skill level must match challenge level • Selectable Goals and Outcomes Learning is accelerated if metacognition is catered for Copyright © 2014 Dr Paul Pivec
  • 19. GAME DESIGN FOR GBL • Gender Appropriate Learners require different task types depending on gender • Alternative View Modes Player investment is increased with appropriate game genres • Accessible User Interface Interface must be customisable for accessibility • Selectable Language Learners prefer to learn in their own language Copyright © 2014 Dr Paul Pivec
  • 20. Copyright © 2014 Dr Paul Pivec LATE EFFECTS Many children will experience Cognitive Decline and reduced Social Acceptance after being treated for Childhood Cancer. This is particularly evident with young girls
  • 21. LATE EFFECTS Copyright © 2014 Dr Paul Pivec Many children will experience Cognitive Decline and reduced Social Acceptance after being treated for Childhood Cancer. This is particularly evident with young girls ADHD, AUTISM Cognitive Learning has been proven to help with ADHD, Autism, and other disorders of neural development.
  • 22. ADHD, AUTISM Cognitive Learning has been proven to help with ADHD, Autism, and other disorders of neural development. LATE EFFECTS Copyright © 2014 Dr Paul Pivec LEARNING DISABILITIES Neurological disorders that affects the brain’s ability to receive, process, store and respond to information can be improved and managed Many children will experience Cognitive Decline and reduced Social Acceptance after being treated for Childhood Cancer. This is particularly evident with young girls
  • 23. DIGITAL ME Enhanced Game Design to Accelerate Learning, targeted to offset cognitive decline in children and assist with learning disabilities. Copyright © 2014 Dr Paul Pivec
  • 24. SUPPORT FROM CLINICIANS • Director or Research: Children’s Cancer Research “This product needs to be made, I can see many advantages” • CEO Children’s Starship Hospital “This would benefit young patients dealing with brain issues from illness” • Leading Child Psychologist “Makes perfect sense, digital games could be a powerful intervention, great work!” Copyright © 2014 Dr Paul Pivec
  • 25. • The Digital Me project is based on 15 years of in- depth research and prototyping, resulting in a proven framework of game-based learning methodology and toolsets. • Using these design principles, an increase of cognitive abilities more than 2.5 times over that of traditional drill and practice methods has been proven. • These principles, including the Adaptive Intelligence Module (AIM) and Active Intuitive Scaffolding (AIS) features, are the core of this revolutionary application. Copyright © 2014 Dr Paul Pivec
  • 26. DIGITAL ME Digital Me is a library of games that are linked to an onscreen, age appropriate and customisable character, using revolutionary design principles to accelerate cognitive learning. Copyright © 2014 Dr Paul Pivec
  • 27. DIGITAL ME The application and associated games, focus on creating an environment that motivates the user to persistently re-engage, fostering the drill and practice of cognitive skills through interactive play. Copyright © 2014 Dr Paul Pivec
  • 28. MORE THAN JUST GAMES Digital Me will also provide features such as reminding the user to complete real-life tasks (like take medications), all in a safe virtual environment with parental control or clinical supervision. Copyright © 2014 Dr Paul Pivec
  • 29. MORE THAN JUST GAMES Digital Me also provides XML data for importing to other analysis programs for parental and clinical monitoring. Copyright © 2014 Dr Paul Pivec
  • 30. CLINICAL REPORTING • Attention duration • Selective attention • Divided attention • Visual processing • Peripheral vision • Spatial visualisation • Spatial memory • Sequential processing • Simultaneous processing • Working memory Copyright © 2014 Dr Paul Pivec
  • 31. THE DIGITAL ME DIFFERENCE • Uses addictive Gaming hooks to encourage Persistent Re-Engagement. • Designed for mobile and touch screens for anytime, anywhere learning. • Provides Parental and Clinical reporting. • Based on 15 years of Proven Scientific Research. Copyright © 2014 Dr Paul Pivec
  • 32. THE DIGITAL ME DIFFERENCE • Active Intuitive Scaffolding (AIS)™ – automated challenge levelling for optimum skill improvement. • Adaptive Intelligence Module (AIM)™ – incremental knowledge-base of intelligent agent. Copyright © 2014 Dr Paul Pivec
  • 33. Copyright © 2014 Dr Paul Pivec RECURSIVE LOOPS OF GBL
  • 34. THE DIGITAL ME DIFFERENCE • Active Intuitive Scaffolding (AIS)™ – automated challenge levelling for optimum skill improvement. • Adaptive Intelligence Module (AIM)™ – incremental knowledge-base of intelligent agent. Copyright © 2014 Dr Paul Pivec
  • 35. Copyright © 2014 Dr Paul Pivec RECURSIVE LOOPS OF GBL
  • 36. Copyright © 2014 Dr Paul Pivec
  • 37. GAME DESIGN FOR GBL • Constant and Relevant Feedback • Customisable Features • Adaptive Scaffolding • Selectable Goals and Outcomes • Gender Appropriate • Alternative View Modes • Accessible User Interface • Selectable Language Copyright © 2014 Dr Paul Pivec
  • 38. GAME DESIGN FOR MOBILE • Small bursts of Gameplay - Learning bites • Design for Touch • Include Social Interface • Use Push Notifications • Include Hooks and Teasers • Code for multiple Platforms Copyright © 2014 Dr Paul Pivec
  • 39. ROCK, PAPER, SCISSORS • Males almost always choose Rock on their first throw • Experienced players will almost always choose Paper • Players will not throw the same three times in a row • Inexperienced players will almost always choose a Copyright © 2014 Dr Paul Pivec
  • 40. Copyright © 2014 Dr Paul Pivec digitalme.piveclabs.com