Lyderia is a MMOMMG (Massively Multiplayer Online Music Making Game) for 10-12 year-olds (5-7th graders) and their teachers. With Lyderia on their smartphone, tablet or desktop, children and youngsters can make hip-hop with Don Martin, remix famous songs, and create their own music.
Lyderia allows the children to create, share and stay together about music experiences. The game gives teachers tools to control and measure activity in the class. Users can choose from many different missions on several levels. They can compose their own songs, break codes, watch inspirational videos, and solve tasks both online and physically.
The game is free for the user, and Concerts Norway themselves create the content.
The document provides descriptions of various educational technology tools including websites, apps, and other resources. Some of the tools described include Illuminations for math activities, Ed Heads for science videos, Voki for student avatars, Show Me for lesson demonstrations, Leaf Snap for plant identification, and TumbleBooks for online picture books. The document aims to inform educators about different digital options available.
This document discusses how various schools in different countries use games-based learning and ICT tools in primary education. It provides examples of tools used for subjects like literacy, math, assessment, and special education needs. Popular tools mentioned include Kahoot, Scratch, Storynory, and Seesaw. The document also shares situations in different school computer labs, use of projectors, and digital workspaces. Games-based learning is said to make learning more fun, collaborative and motivating for students.
Kompanions provides educational products and services to assist learners globally. It uses innovative approaches like gamification and 3D visualization to help learners master difficult concepts. Some of its offerings include KAMP which focuses on capacity building for educators and learners, KOMPASS which is a game-based assessment platform, and KUBE which aims to transform learners using academic strategies and hands-on activities. Kompanions is working to make education more engaging and help learners develop skills for current and future challenges.
This document discusses digital storytelling and its effectiveness as a tool for English language teachers and learners. Some key points:
- Digital storytelling combines the art of oral storytelling with multimedia like graphics, audio, video, and web publishing. It engages learners and appeals to different learning styles.
- When used in the English language classroom, digital storytelling can help develop language skills, enhance comprehension, and make content more memorable. It fosters collaboration and a supportive learning environment.
- The process of creating digital stories involves integrating listening, speaking, reading, and writing skills. It can develop enhanced communication and storytelling abilities in learners.
- A variety of technologies and webtools like
This document discusses the potential for educational apps to engage children in learning and to promote museums. It describes how apps can provide interactive, narrative experiences that incorporate multiple literacies and intelligences to deeply engage children. Examples are given of apps for museums that turn them into platforms for non-formal education, cultural content creation and participation, and promoters of cultural products online and offline. The document advocates that apps can help spread culture, values and tourism in an engaging way for families and children.
Want to engage your students? We've compiled a list of the best tools for maximizing engagement levels. Keeping your students engaged can be difficult. But technology doesn't have to be a distraction to learning. Apps and tools can help engage your students, as well as monitor engagement levels.
The document provides descriptions of various educational technology tools including websites, apps, and other resources. Some of the tools described include Illuminations for math activities, Ed Heads for science videos, Voki for student avatars, Show Me for lesson demonstrations, Leaf Snap for plant identification, and TumbleBooks for online picture books. The document aims to inform educators about different digital options available.
This document discusses how various schools in different countries use games-based learning and ICT tools in primary education. It provides examples of tools used for subjects like literacy, math, assessment, and special education needs. Popular tools mentioned include Kahoot, Scratch, Storynory, and Seesaw. The document also shares situations in different school computer labs, use of projectors, and digital workspaces. Games-based learning is said to make learning more fun, collaborative and motivating for students.
Kompanions provides educational products and services to assist learners globally. It uses innovative approaches like gamification and 3D visualization to help learners master difficult concepts. Some of its offerings include KAMP which focuses on capacity building for educators and learners, KOMPASS which is a game-based assessment platform, and KUBE which aims to transform learners using academic strategies and hands-on activities. Kompanions is working to make education more engaging and help learners develop skills for current and future challenges.
This document discusses digital storytelling and its effectiveness as a tool for English language teachers and learners. Some key points:
- Digital storytelling combines the art of oral storytelling with multimedia like graphics, audio, video, and web publishing. It engages learners and appeals to different learning styles.
- When used in the English language classroom, digital storytelling can help develop language skills, enhance comprehension, and make content more memorable. It fosters collaboration and a supportive learning environment.
- The process of creating digital stories involves integrating listening, speaking, reading, and writing skills. It can develop enhanced communication and storytelling abilities in learners.
- A variety of technologies and webtools like
This document discusses the potential for educational apps to engage children in learning and to promote museums. It describes how apps can provide interactive, narrative experiences that incorporate multiple literacies and intelligences to deeply engage children. Examples are given of apps for museums that turn them into platforms for non-formal education, cultural content creation and participation, and promoters of cultural products online and offline. The document advocates that apps can help spread culture, values and tourism in an engaging way for families and children.
Want to engage your students? We've compiled a list of the best tools for maximizing engagement levels. Keeping your students engaged can be difficult. But technology doesn't have to be a distraction to learning. Apps and tools can help engage your students, as well as monitor engagement levels.
This document provides a handbook of good teaching practices and ICT tools for teaching foreign language skills. It includes an index and sections on tools for developing speaking, listening, reading and writing skills. Examples of tools include VoiceThread for speaking practice, Voki for personalized avatars, websites for listening practice, and Linoit, Piktochart, AnswerGarden and TitanPad for collaboration and writing projects. The document aims to provide teachers with examples of free online tools and resources to enhance language learning and teaching.
Jaconette digital storytelling presentationtracjac
The document provides an overview of digital storytelling and dynamic media being used at Spectrum School. It discusses how 37 upper elementary students ages 9-12 are studying all subjects through an "Inspiration Africa" curriculum. The document defines digital storytelling and dynamic media, provides examples of student projects, and explains how these tools engage students and incorporate multiple intelligences and 21st century skills. It emphasizes that digital storytelling is a constructivist learning experience and discusses essential questions, resources, and assessment.
This document provides an agenda for Session 1 of the emPowered Stories Professional Development program taking place in January 2014. The session will include an overview of the Clay Center and the program, sharing stories using digital tools, reviewing the program syllabus, discussing technology use, and signing up for an online platform. Participants will take a pre-test on natural gas and learn about key energy industry terms and maps. The goals of the program are to help teachers create and implement digital stories about energy in their classrooms.
iPads for Diverse Learners - Corrie BarclayCorrie Barclay
This document discusses how iPads can help support diverse learners at Manor Lakes P-12 College in Melbourne, Australia. It notes that the college has programs providing 1:1 iPads to students in various year levels and support centers. The iPads are used for differentiating instruction, flipping content delivery through instructional videos, enhancing learning through sensory and communication apps, and allowing personalized learning. Teachers and staff provided examples of using iPads for activities like writing, math practice, cooking lessons, and developing skills. The document promotes iPads as giving students more independent learning opportunities and teachers new tools to individualize instruction.
Pink has created a reference for us to consider right brain activities. Design, story, symphony, empathy, play and meaning. He says we should be more in tune with understanding Abraham Maslow’s hierarchy of needs (survival, security, belonging, ego, spirit).
According to Pink, “Artists, inventors, designers, storytellers, caregivers, consolers, big-picture thinkers – will reap society’s richest rewards and share its greatest joys”. Pink claims that we are in a “conceptual age."
This document introduces the Kalala Magic Pen and its accompanying early education platform called Kalala's Smart Park. Some key points:
- The Magic Pen works with the Smart Park app to teach kids writing and drawing in a fun way through changing colors and tools. Drawings come to life in the app.
- Smart Park is an iPad-based early education platform that includes areas for art, library, lessons, and parental controls. It stores kids' work and resources in the cloud.
- In addition to the pen and app, kids get access to educational eBooks, English lessons, and interactive stories through the platform to learn at their own pace.
We’re currently working on developing a series of stimulating design-based activities for children with learning/ developmental disabilities. Each of the interventions are not one-offs, but rather toolkits to help parents and teachers to make their own versions of the products that are being made, or are made to assist with issues on a more permanent basis.
This document outlines a presentation about using new technologies and media to engage millennial students. It discusses how culture and technology have changed the way students learn. The project's goal is to have students rethink what reading is through exploring different themes each year, like body art. It proposes using iPads to communicate, conduct research, collect data, create multimedia content and promote the project on social media. The goal is to get more students and the community involved through interactive activities and digital platforms.
Mdelt online and offline ict tools to learn englishMdelt Class A Uny
This document discusses offline and online tools for English language learning. It describes Effortless English, an audio-based learning method containing English lessons in MP3 format. Online tools discussed include digital games for language learning. Several examples of online English learning games are provided, such as Encarta for Students, ESL Fun Games, and Duolingo. Both advantages and disadvantages of using digital and online games for language learning are outlined.
We live in a world where 263 mill children are out of school, and over 600 million do not learn the basics (Reading and Maths). Our innovative mobile technology provides mass customization of education, leveraging on game mechanics, social networks and incentives—quality and personalized learning at scale. Millions of children around the world are not learning or receive an education which fails to provide them with the technical, critical thinking and problem-solving skills they need to enter the changing workforce of the future and transform their lives.
Virtual Worlds offer the potential to engage learners at higher levels, but as a teacher it's important to understand HOW and WHY Virtual Worlds are so engaging and also cause some caution.
This media kit describes a game development studio established in 2007 in Singapore that pioneers game experimentation and training. It has a diverse team of 8-20 developers with 4-20 years of experience. The studio creates games to enhance education, raise awareness, improve lives, and engage brands. It has won numerous awards for games like CarneyVale Showtime and One Upon Light. The studio has worked on projects with education institutes, partners to promote active living and technology adoption, and the Singapore National Research Foundation.
This document describes Mind Expanding Journeys, which are virtual educational experiences delivered through rich media. They aim to provide dynamic educational content for schools, training programs, and content providers. Mind Expanding Journeys stand out by delivering content through a combination of visuals, audio, video, scripting, and an interactive platform. They are designed to be scalable and modular, and can be deployed in various ways such as on the internet, optical media, or as part of an education as a service platform. The goal is to captivate viewers' attention while imparting knowledge through an engaging experience.
Mentor InterActive is making learning to read fun, affordable and portable with Mentor InterActive’s My Virtual Tutor.
My Virtual Tutor strengthens reading skills through individualized, adaptive learning exercises and interactive books, all while offering a fun and engaging experience with a virtual tutor on the NIntendo DS!
The document provides information about Frontier Primary School's upcoming Open House on 20 May 2013. The event will include a welcome address and tour of the school facilities from 12:45pm to 3:30pm, with a talk by the Principal and Q&A session afterwards. Frontier Primary School was formed in 2011 as part of Singapore's plan to enhance primary education and transition schools to single sessions. It utilizes the new Primary Education Review and Implementation norms and was the first of 14 new schools to open in 2012.
Arti Languages Pre Seed Send Ahead Pitchdeck 2024.pdfwill854175
- Arti Languages aims to build a language learning app that makes the process truly fun and absorbing through an approach called "Artificial Immersion".
- Their solution involves using touchscreen gestures and visual feedback to train the brain to parse speech, focus on meaning, develop a feel for grammar, and think in the target language from early stages.
- An initial proof-of-concept app trial in Mandarin Chinese saw most users find the Artificial Immersion technique positive and exciting compared to other apps.
Antura - Storia e sviluppo di un Applied GameStefano Cecere
Antura and the Letters è un videogioco nato da un bando internazionale per aiutare i bambini siriani che non possono più andarea scuola. Vincendo numerosi premi e riconoscimenti, tra cui l'Italian VideoGame Award, il TechFugees e Croce Rossa, da tre anni stiamo sviluppando ed esplorando il mondo degli "applied games", ovvero i giochi progettati per determinate cause o problematiche. E' un ramo molto interessante del mondo dell'entertainment, ricco di soddisfazioni e di crescenti opportunità lavorative.
Ludwig was founded in 2013 by developers with a passion for technology and music who sought to use mobile apps and wearables to help the deaf experience music through vibrations and visuals. Their first app introduced deaf users to the sensations of music. Their goal is to revolutionize how people experience music and remove barriers for the hearing impaired using technology. The team continues working on their vision to transform lives through inclusive access to music.
This document provides a handbook of good teaching practices and ICT tools for teaching foreign language skills. It includes an index and sections on tools for developing speaking, listening, reading and writing skills. Examples of tools include VoiceThread for speaking practice, Voki for personalized avatars, websites for listening practice, and Linoit, Piktochart, AnswerGarden and TitanPad for collaboration and writing projects. The document aims to provide teachers with examples of free online tools and resources to enhance language learning and teaching.
Jaconette digital storytelling presentationtracjac
The document provides an overview of digital storytelling and dynamic media being used at Spectrum School. It discusses how 37 upper elementary students ages 9-12 are studying all subjects through an "Inspiration Africa" curriculum. The document defines digital storytelling and dynamic media, provides examples of student projects, and explains how these tools engage students and incorporate multiple intelligences and 21st century skills. It emphasizes that digital storytelling is a constructivist learning experience and discusses essential questions, resources, and assessment.
This document provides an agenda for Session 1 of the emPowered Stories Professional Development program taking place in January 2014. The session will include an overview of the Clay Center and the program, sharing stories using digital tools, reviewing the program syllabus, discussing technology use, and signing up for an online platform. Participants will take a pre-test on natural gas and learn about key energy industry terms and maps. The goals of the program are to help teachers create and implement digital stories about energy in their classrooms.
iPads for Diverse Learners - Corrie BarclayCorrie Barclay
This document discusses how iPads can help support diverse learners at Manor Lakes P-12 College in Melbourne, Australia. It notes that the college has programs providing 1:1 iPads to students in various year levels and support centers. The iPads are used for differentiating instruction, flipping content delivery through instructional videos, enhancing learning through sensory and communication apps, and allowing personalized learning. Teachers and staff provided examples of using iPads for activities like writing, math practice, cooking lessons, and developing skills. The document promotes iPads as giving students more independent learning opportunities and teachers new tools to individualize instruction.
Pink has created a reference for us to consider right brain activities. Design, story, symphony, empathy, play and meaning. He says we should be more in tune with understanding Abraham Maslow’s hierarchy of needs (survival, security, belonging, ego, spirit).
According to Pink, “Artists, inventors, designers, storytellers, caregivers, consolers, big-picture thinkers – will reap society’s richest rewards and share its greatest joys”. Pink claims that we are in a “conceptual age."
This document introduces the Kalala Magic Pen and its accompanying early education platform called Kalala's Smart Park. Some key points:
- The Magic Pen works with the Smart Park app to teach kids writing and drawing in a fun way through changing colors and tools. Drawings come to life in the app.
- Smart Park is an iPad-based early education platform that includes areas for art, library, lessons, and parental controls. It stores kids' work and resources in the cloud.
- In addition to the pen and app, kids get access to educational eBooks, English lessons, and interactive stories through the platform to learn at their own pace.
We’re currently working on developing a series of stimulating design-based activities for children with learning/ developmental disabilities. Each of the interventions are not one-offs, but rather toolkits to help parents and teachers to make their own versions of the products that are being made, or are made to assist with issues on a more permanent basis.
This document outlines a presentation about using new technologies and media to engage millennial students. It discusses how culture and technology have changed the way students learn. The project's goal is to have students rethink what reading is through exploring different themes each year, like body art. It proposes using iPads to communicate, conduct research, collect data, create multimedia content and promote the project on social media. The goal is to get more students and the community involved through interactive activities and digital platforms.
Mdelt online and offline ict tools to learn englishMdelt Class A Uny
This document discusses offline and online tools for English language learning. It describes Effortless English, an audio-based learning method containing English lessons in MP3 format. Online tools discussed include digital games for language learning. Several examples of online English learning games are provided, such as Encarta for Students, ESL Fun Games, and Duolingo. Both advantages and disadvantages of using digital and online games for language learning are outlined.
We live in a world where 263 mill children are out of school, and over 600 million do not learn the basics (Reading and Maths). Our innovative mobile technology provides mass customization of education, leveraging on game mechanics, social networks and incentives—quality and personalized learning at scale. Millions of children around the world are not learning or receive an education which fails to provide them with the technical, critical thinking and problem-solving skills they need to enter the changing workforce of the future and transform their lives.
Virtual Worlds offer the potential to engage learners at higher levels, but as a teacher it's important to understand HOW and WHY Virtual Worlds are so engaging and also cause some caution.
This media kit describes a game development studio established in 2007 in Singapore that pioneers game experimentation and training. It has a diverse team of 8-20 developers with 4-20 years of experience. The studio creates games to enhance education, raise awareness, improve lives, and engage brands. It has won numerous awards for games like CarneyVale Showtime and One Upon Light. The studio has worked on projects with education institutes, partners to promote active living and technology adoption, and the Singapore National Research Foundation.
This document describes Mind Expanding Journeys, which are virtual educational experiences delivered through rich media. They aim to provide dynamic educational content for schools, training programs, and content providers. Mind Expanding Journeys stand out by delivering content through a combination of visuals, audio, video, scripting, and an interactive platform. They are designed to be scalable and modular, and can be deployed in various ways such as on the internet, optical media, or as part of an education as a service platform. The goal is to captivate viewers' attention while imparting knowledge through an engaging experience.
Mentor InterActive is making learning to read fun, affordable and portable with Mentor InterActive’s My Virtual Tutor.
My Virtual Tutor strengthens reading skills through individualized, adaptive learning exercises and interactive books, all while offering a fun and engaging experience with a virtual tutor on the NIntendo DS!
The document provides information about Frontier Primary School's upcoming Open House on 20 May 2013. The event will include a welcome address and tour of the school facilities from 12:45pm to 3:30pm, with a talk by the Principal and Q&A session afterwards. Frontier Primary School was formed in 2011 as part of Singapore's plan to enhance primary education and transition schools to single sessions. It utilizes the new Primary Education Review and Implementation norms and was the first of 14 new schools to open in 2012.
Arti Languages Pre Seed Send Ahead Pitchdeck 2024.pdfwill854175
- Arti Languages aims to build a language learning app that makes the process truly fun and absorbing through an approach called "Artificial Immersion".
- Their solution involves using touchscreen gestures and visual feedback to train the brain to parse speech, focus on meaning, develop a feel for grammar, and think in the target language from early stages.
- An initial proof-of-concept app trial in Mandarin Chinese saw most users find the Artificial Immersion technique positive and exciting compared to other apps.
Antura - Storia e sviluppo di un Applied GameStefano Cecere
Antura and the Letters è un videogioco nato da un bando internazionale per aiutare i bambini siriani che non possono più andarea scuola. Vincendo numerosi premi e riconoscimenti, tra cui l'Italian VideoGame Award, il TechFugees e Croce Rossa, da tre anni stiamo sviluppando ed esplorando il mondo degli "applied games", ovvero i giochi progettati per determinate cause o problematiche. E' un ramo molto interessante del mondo dell'entertainment, ricco di soddisfazioni e di crescenti opportunità lavorative.
Ludwig was founded in 2013 by developers with a passion for technology and music who sought to use mobile apps and wearables to help the deaf experience music through vibrations and visuals. Their first app introduced deaf users to the sensations of music. Their goal is to revolutionize how people experience music and remove barriers for the hearing impaired using technology. The team continues working on their vision to transform lives through inclusive access to music.
Instagram has become one of the most popular social media platforms, allowing people to share photos, videos, and stories with their followers. Sometimes, though, you might want to view someone's story without them knowing.
Bridging the Digital Gap Brad Spiegel Macon, GA Initiative.pptxBrad Spiegel Macon GA
Brad Spiegel Macon GA’s journey exemplifies the profound impact that one individual can have on their community. Through his unwavering dedication to digital inclusion, he’s not only bridging the gap in Macon but also setting an example for others to follow.
Understanding User Behavior with Google Analytics.pdfSEO Article Boost
Unlocking the full potential of Google Analytics is crucial for understanding and optimizing your website’s performance. This guide dives deep into the essential aspects of Google Analytics, from analyzing traffic sources to understanding user demographics and tracking user engagement.
Traffic Sources Analysis:
Discover where your website traffic originates. By examining the Acquisition section, you can identify whether visitors come from organic search, paid campaigns, direct visits, social media, or referral links. This knowledge helps in refining marketing strategies and optimizing resource allocation.
User Demographics Insights:
Gain a comprehensive view of your audience by exploring demographic data in the Audience section. Understand age, gender, and interests to tailor your marketing strategies effectively. Leverage this information to create personalized content and improve user engagement and conversion rates.
Tracking User Engagement:
Learn how to measure user interaction with your site through key metrics like bounce rate, average session duration, and pages per session. Enhance user experience by analyzing engagement metrics and implementing strategies to keep visitors engaged.
Conversion Rate Optimization:
Understand the importance of conversion rates and how to track them using Google Analytics. Set up Goals, analyze conversion funnels, segment your audience, and employ A/B testing to optimize your website for higher conversions. Utilize ecommerce tracking and multi-channel funnels for a detailed view of your sales performance and marketing channel contributions.
Custom Reports and Dashboards:
Create custom reports and dashboards to visualize and interpret data relevant to your business goals. Use advanced filters, segments, and visualization options to gain deeper insights. Incorporate custom dimensions and metrics for tailored data analysis. Integrate external data sources to enrich your analytics and make well-informed decisions.
This guide is designed to help you harness the power of Google Analytics for making data-driven decisions that enhance website performance and achieve your digital marketing objectives. Whether you are looking to improve SEO, refine your social media strategy, or boost conversion rates, understanding and utilizing Google Analytics is essential for your success.
2. What if e-learning was irresistibly engaging? What if it could
actually be built around what – and how – students want to
learn, instead of a fixed educational plan?
Learning could be fun. Virtual learning arenas could actually
keep people’s attention, entertain as much as they teach,
continually improve themselves, and generate more learning
than even the best physical classrooms.
It’s possible – with the infinitely scalable digital
learning engine that powers Lyderia, the
successful Norwegian national music
education app.
Lyderia is an education platform
that provides a skilled content
team the opportunity to create
deep, meaningful and entertaining
learning for its users in a playful
and highly gamified environment.
DESCRIPTION OF LYDERIA
https://vimeo.com/153000954
WALKTHROUGH OF LYDERIA
https://vimeo.com/149351171
3. BEST WEB GAME
WEBBY AWARDS, 2016
GOLD, BRANDED TECHNOLOGY
GULLTAGGEN, 2016
HONOURED IN INTERACTIVE
CATEGORY
MERKET FOR GOD DESIGN, 2016
GOLD, MOBILE APPS
EUROPEAN DESIGN AWARDS, 2016
SILVER, BEST PRODUCT OR
SERVICE – SMALL BUSINESS
GULLTAGGEN, 2016
SITE OF THE DAY
FAVOURITE WEBSITE AWARDS,
31.01.2016
BETA LAUNCHED:
2016
CLIENT:
Rikskonsertene
CATEGORY:
Game/EdTech
LYDERIA RESULTS:
26,000
users have registered
profiles in the beta
version of Lyderia – and
the growth continues.
CREUNA
The leading customer
experience agency in the
Nordic region.
Creuna designs solutions to drive value
in an unpredictable world, by combin-
ing strategy, design, data and technol-
ogy. Our more than 350 consultants,
in Norway, Sweden, Denmark and
Finland, develop digital solutions that
create value for our clients and their
customers. Applying design thinking as
our key problem-solving approach, we
work together at the same table – cre-
atives, analysts, developers, strategists,
clients and their customers. We are:
FULL SERVICE: End-to-end skill set
spanning creative, business and
technology.
INTEGRATED: Working together closely
across competencies.
NORDIC: The largest Nordic digital
agency with 350 people in 4 countries.
4. INTERNET-BASED e-learning platforms
have taken a tremendous leap from a
few years ago. Now, knowledge is easily
available to anyone with a computing
device and internet access. But we
haven’t yet fulfilled the promise.
Most e-learning students drop out
of the courses. They aren’t motivated
or engaged. They don’t care that
much – and so, they don’t
learn.
SOMETHING’S MISSING.
Something that, if
solved, can produce
more satisfied
students and better
learning results.
E-LEARNING ISN’T
DELIVERING ON ITS
PROMISE
Most digital learning programs
fail to retain and educate
students.
THE BEST LEARNING IS PLAY
– NOT WORK
Play is the natural foundation of deep
learning, an insight that can radically
transform digital education.
Learning
through
play
When we sat down to conceptualise an e-learning
platform, we built it around several key insights into
learning, human nature and play in a digital context.
To get people to learn, we must set them free, with
access to expertly designed learning tools and toys,
in a virtual arena that they can play in, control – and
continually develop as they wish to. In such a uni-
verse, we enable the best and deepest learning.
PLAY IS THE FOUNDATION OF LEARNING. The ritual
of play is innate to all animals: an ancient learning
paradigm. In play, lies a cycle between action and
reaction that renders passive participation impossible.
All humans naturally understand that in play we are
free from normal, real-life constraints. So, we aim to
create what John Huizinga terms “the magic circle”:
a virtual playground.
USER CONTROL IS VITAL IN CREATING A
REALISTIC PLAYING ARENA. According
to Dietze and Kashin, control is what
separates play and work. Play consists
of processes and activities chosen by
the child, rather than a teacher or
guide. Work, on the other hand, has
«...the process of
creating content may
be more important to
learning than the act of
merely consuming it.»
Andrew J. Milne
5. a predefined objective and set outcomes. So, we
let go. We allow users to drive the learning process,
tapping into their own deep fountain of motivation.
This drives better engagement and learning
outcomes.
GAMES ARE IDEAL FOR PROBLEM-BASED LEARNING,
because they are about overcoming challenges.
Learning happens when the player is motivated to
look for a solution. Any problem is an “unknown”
that must be answered, in order to reach a goal or
satisfy a need. The “unknowns” must be linked to
things that the player values. This way, we stimulate
motivation, driving engagement and retention in the
learning process.
DIGITAL EXPERIENCES ARE AUTHENTIC. Properly done,
learning in virtual worlds happens in authentic
contexts that make the knowledge gained relevant,
useful and therefore more easily recalled. This
produces better learning outcomes. For example, you
can’t learn to play music only by reading notations
on a page. Music creation is a product of learning to
produce certain notes, alone or in combination, in
specific situations. So, the more complete our virtual
universe is, easier that students can learn.
FLOW IS CENTRAL TO THE USER EXPERIENCE.
A well-designed game is perfectly balanced between
game complexity and player skills, creating the
optimal flow channel experience. The player gets
hints – never solutions – from the game universe.
As the game progresses and the player’s skills increase,
game complexity follows. As our game learns about
the player’s optimal learning style, it offers an increas-
ingly customized experience.
SUBJECTS &
RESOURCES
SYLLABUS
FUN!
6. Our music-creation universe that literally grows with
its users, has become a success in Norway, proving
that our learning concept works.
A playground where students control their own
learning
An instant hit
Built around our unique, scalable platform
LETTING CHILDREN LEARN WHEREVER THEY ARE.
Rikskonsertene – Concerts Norway – tours Norway’s
primary and secondary schools, presenting around
ten thousand concerts a year. However, each pupil
LYDERIA:
PLAY WITH SOUND
The hit Norwegian music-creation game
that has proved our learning concept
and platform
Introducing
Lyderia – the
Norwegian hit
UNIQUE NORWEGIAN
ASPECTS OF LYDERIA
A culture of learning as play
Universal education
Government support for
creative ideas
7. will only experience two of these live performances
annually. Rikskonsertene’s ambition was therefore
to extend its presence, by having something else
on offer for the remaining 363 days of the year.
This high-level need was the only requirement that
Rikskonsertene presented Creuna with, setting the
exciting cooperation off with a wide-open mandate.
The ambition soon materialized into creating a musi-
cal universe. One so fun to visit that the kids would
also spend time in it, even outside school hours. It
should be free of charge, of high quality and support
music teachers in reaching their educational goals.
A COMPREHENSIVE MUSIC GAME. The result is Lyderia,
a MMOMMG (Massively Multiplayer Online Music
Making Game) for 10-12-year-olds (5th to 7th
grade), and their teachers. All the content in Lyderia
is created by Rikskonsertene. With Lyderia on
smartphone, tablet or desktop, the children can make
hip-hop with local Norwegian star Don Martin,
remix popular hits and create their own original
music. Lyderia lets the children themselves create,
share and experience music together. The teachers
get a dashboard tool to manage and monitor activity
in their class. Students can choose from missions at
various levels. They can compose your own tunes,
unlock codes, watch inspirational videos and solve
missions both online and offline. The game is free
of charge for the user.
A STRENGTHENED POSITION. Lyderia has provided
Rikskonsertene with platform where it can utilize
its competence to deliver on its mandate. It also
strengthened the organisation, ahead of a major
reorganization. Students in Norway get a game that
works on their terms, and in tune with their digital
life. Music teachers get a high-quality digital tool that
they can customise to the needs of each student.
Broader possibilities
Lyderia is still in its early days.
Together with the users, we hope
to see it mature and grow into a
universe where children can get to
know this exciting art form and
experience the joy of learning and
mastering music.
Lyderia is the first step towards
what can become a comprehensive
“Culturia” in Norway, featuring
all art forms. This is just the
beginning.
DESCRIPTION OF LYDERIA
https://vimeo.com/153000954
WALKTHROUGH OF LYDERIA
https://vimeo.com/149351171
8. Blocks Steps Challenges Missions
Sandbox
Save as templateInterface/ Api Save as template Save as template
MISSION CO
Game and
level editor Geo caching Moderation Reports
Use
a game editor that allows a content team to build
Monitoring usersTrigger missions from
coordinates
Build stories with blocks, in
steps in challenges and
missions
What works and where do
they drop out?
CONCEPT
9. Dashboard
Points and notes
Friends
Group sessions
Friends
My puls
ARENA
Friends puls
Points and notes
Userdata
Profile
My Published works
Find friends
Friends Guilds
Poenger og inntjening
Brukerdata
Mine verk
tidsline
Venner Laug
ONTROL
Authentication
er centric
Roles Teachers console
Global notifications
and feedback
d and publish missions, challenges and blocks
May be done with any ISP Assign different roles within
mission control
with a simple user interface
for making their own
arrangement of existing
missions in the game.
Communication with users
for the user with access to
friends, results, published
works, score and accumu-
lated applause
Handles info between the
user, the system and
friends
Archive – that is personal
and stores everything that
a user creates
Assymetrical awardssys-
tem. Points drive progress
and Notes are an extra
crediting score that could
be used as a virtual
currency
10. A basic challenge in the project was to build a
platform that accommodates game-like mechanisms,
as well as Rikskonsertene’s wish to be in charge of
content production. A game is a rigid structure with
rules and game mechanics. Assembling concept,
technology and mechanics, in order to provide
multiple content options, while creating a consistent
and unified experience, was a major challenge.
THE MAJOR COMPONENTS OF THE PLATFORM INCLUDE:
The game board with an infinite number of levels,
where you solve missions and challenges to open
new tiles and advance to new levels.
Blocks, which are components where the
challenges are solved. Some are advanced, like
recording studio or sound machine, while other
are simpler. The blocks are presented step by step,
allowing for good didactics.
Profile, where users administer their personal
information and stay updated on friends, what
they do and have done in Lyderia. This is also
where users find special missions.
Storage, where all you create is collected.
Arena, where you can showcase what you have
created and see how your friends have solved a
mission.
The Teacher Room where the teacher can
administer missions to be solved and monitor
how the pupils progress.
THE PLATFORM
System
+ story
= experience.
11. THE DIGITAL
LEARNING ENGINE
Underneath Lyderia is a structured,
scalable system that supports unlimited
e-learning possibilities.
At the heart of Lyderia is a mission control “engine”,
an infinitely scalable and flexible universal e-learning
platform. By combining a structured, scalable system
and storytelling possibilities, we allow content experts
to create the ultimate learning arenas.
In this CMS, content experts, such as Rikskonsert-
ene’s music teachers, themselves develop missions and
challenges. Here, they can experiment by assembling
the basic components of the missions – called
blocks – in different ways, creating many different
types of missions. “Mission Control” also manages
Moderation, the Teacher Room and a tool that
reports how popular the different missions are among
the pupils and how difficult they are. The user pages
in Lyderia are built for common web browsers, in
html and JavaScript, pushing the limits for what is
technologically possible.
The mission control creates immense future possibili-
ties, as it can be used to develop learning experiences
for any type of content or subject area.
12. The system is realized as a Single Page Application
(SPA) written in JavaScript. Backing the SPA is a
Web API on the .Net-platform.
The Android and iOS apps are created using a frame-
work called Phonegap, which provides a JavaScript
API for native functions in the phones. This allows
us to reuse the same code for the web and in the
apps, with few changes.
The API and SPA communicate using the device
and platform independent format JSON.
SPA (SINGLE PAGE APPLICATION) The SPA is written
in JavaScript, using the framework KnockoutJS.
This enables us to write component-based and highly
modular code.
The component based design approach has a number
of benefits for new development and the ongoing
maintenance of the system. The components work
mostly in isolation, with the only communication
between them going through well-defined bounda-
ries. This makes it easy to isolate and fix bugs or per-
form changes without affecting the overall stability
of the system. Adding new functionality is also made
simpler, as the new functionality can be scoped to a
component, which is then included where
it is needed.
API (MISSION CONTROL) If the SPA is the heart and
soul of the system, the API is the engine. All business
logic resides in the API, structured in a way that
makes the SPA just one potential consumer of the
system. Other consumers could theoretically connect
to, and use, the data and logic provided.
The rationale behind this model is similar to the
Open Data initiatives of various governments like
data.gov or data.norge.no. We would be able to pro-
vide the content to a larger base of users and a variety
of implementations. A hardening of the APIs would
be necessary to arrive at this goal, but it is hardly out
of reach.
Behind the API is an architecture based on the
patterns Command Query Responsibility Segregation
(CQRS) and Event Sourcing (ES).
CQRS separates read actions from write actions.
This streamlines the structure of the system and
makes it much easier to reason about.
Event Sourcing is a technique which, unlike tradi-
tional database storage techniques, does not store
state. Instead, events of everything happening in the
system is stored and by replaying the events we can
reconstruct the state at a given point in time.
THIS GIVES US SEVERAL POSSIBILITIES:
1. We can retroactively collect usage statistics and
other data, meaning we don’t need to know which
data will be relevant at design time, but can decide
at a point in the future, maybe when certain usage
patterns we want to study emerges.
TECHNOLOGICAL
OVERVIEW
A web-based game
generation system
13. 2. New functionality dependent on historical data
is very easy to implement, as we have everything
stored. Example: An achievement system could
be implemented, and earned achievements could
be retroactively awarded to active users.
3. Auditing is built into the system. This is efficient
for e.g. bug tracking, as we can reset the system
to a specific state and replay the faulty incident
on a separate server, effectively debugging the
production server in “real time”.
On top of these two patterns is a strong Domain
model, built using principles from Domain Driven
Design (DDD).
BUILDING BLOCKS The system in its simplest form
could be (inaccurately) called a quiz machine, as it
shares some of the superficial properties. We provide
a set of building blocks to create challenges, and
challenges can be chained together into missions.
The building blocks are a collection of everything
from simple components, e.g. text input boxes, to
very advanced components, like a mini-garage band
in your browser.
These can be put together in meaningful ways to
create interesting and educational challenges.
The block-system is designed to be extended. Right
now, we have a lot of blocks pertaining to music and
composing.
If we needed to make the Lyderia work with a very
different domain, the only changes needed would
be to create a set of supporting blocks and create
additional content. The base system is flexible
enough to not care specifically about our chosen
domain and would need no code changes.
WEB APP
Javascript
API
.Net
COMMANDS
.Net
EVENT STORE
Azure Table Storage
PHONE APP
Cordova/Phonegap
QUERIES
.Net
CDN
Static media files
VIEW DB
SQL Server – Denormalized
Architecture
14. INFINITE E-LEARNING
POSSIBILITIES
The next step is to scale up Lyderia, then
use the engine to power other e-learning
content areas.
Virtually anything is possible, by
building on the learning principles
and e-learning platform we have
demonstrated in Lyderia.
INITIAL DEVELOPMENT
We believe that that two approaches
make the most sense, initially:
The sequel: Lyderia goes global
Same plot in a new setting:
e-learning in new subject
content areas
FUTURE POSSIBILITIES
Lyderia’s engine can power
e-learning experiences of all types,
beyond music and culture. It can
be used to make a safe space for
gamified learning, social entrepre-
neurship and co-creation.
15. THE ROAD
AHEAD
SCALING UP THE SMART WAY We believe Lyderia’s
expanded possibilities can be best realised by clearly
defining initial concepts, value propositions, prior-
ities and targets, before beginning each continual
development process.
SPARKING MOVEMENTS Whether commercial in nature
or not, it will be important to build meaningful
concepts, through both consistent customer relation-
ships and carefully designed “magical moments” that
inspire users and turn them into brand champions.
EXPERIENCES, NOT JUST APPLICATIONS OR APPS The
aim should be to support the creation of friction-free
user experiences and services that are consistent
across all touchpoints.
CUSTOMISATION THAT DRIVES GROWTH To succeed,
e-learning must deliver value that is highly relevant
to each user’s’ personal context. So, our development
process is by nature, co-creative. We emphasise
acquiring real-time user learnings, feedback and data.
LEAN, ITERATIVE PROCESS Each launch should a mini-
mum viable product to begin with, continually create
prototypes and/or full services, learn from them in
small teams and scale up. The result will be better
user-oriented services and a small, agile organization
for each concept, built from the ground up around
a digital engine.