August 2018
In Year-Long Study, Teachers Praise Academic Games
Young people across the United States return to school this month, and research shows the most successful of them will be those playing video games. Among the latest studies to support this conclusion is a new game-based learning validation study by educational game maker Triseum and European Schoolnet, a network of 34 European ministries of education. The study, released July 10, finds the company’s art history game  ARTé: Mecenas and calculus game  Variant: Limits
have a positive impact on student engagement, motivation to learn, and knowledge acquisition.
Above: Triseum's game Variant: Limits teaches students calculus.
“To realize the positive impact that our games are having on students, not only through our own assessments, but through compelling third-party research, is inspiring,” said André Thomas, Triseum CEO and Texas A&M professor. “Instructors confirmed that our games attracted students’ attention, increased students’ confidence and social skills, and allowed students to exercise their imaginations. Through this study, the power of game-based learning comes to light across the globe, validating games as not only innovative, but effective.”

Twenty teachers – four each from Norway, Poland, Portugal, Italy, and Greece – participated in the study with their 36 classes of 857 students. Using a triangular evaluation approach to collect results, data from questionnaires and focus groups concluded Triseum’s video games attracted students’ attention; gave them confidence; and improved behavioral, emotional, cognitive, and agentic engagement. Additionally, when asked if they supported a statement that the games were positively impacting their students’ knowledge acquisition, 18 teachers agreed or strongly agreed with the statement, while the remaining two teachers chose to remain neutral.

“The students were very motivated, and were a lot better prepared for the following subjects and concepts in the class, building on the content and concepts covered in the game,” said a teacher quoted in the study, who called their experience using Variant: Limits very successful.

“The students appeared motivated, interested, and curious,” said another teacher, who used ARTé: Mecenas. “They have also acquired a good visual memory of the works and are now able to recognize the historical context.”

The executive summary and complete study are available through European Schoolnet’s Future Classroom Lab. Additional teacher feedback and findings are in the ARTé: Mecenas results webinar and the Variant: Limits results webinar.
ESA Foundation Scholars Visit E3 2018
E3 is a great experience for everyone, especially young, aspiring game makers. The opportunity to learn from the video game industry’s biggest ideas and make connections with the industry’s biggest names is one of a kind, and the ESA Foundation and its scholars went all out to seize that opportunity at E3 2018 in June.

“I’ve been able to talk with game devs about how the process of game design works and how I, as a concept artist, can help them and work on a team,” said Nicole Moeckli, a 2016-17 ESA Foundation scholarship recipient. “It’s information that I wouldn’t get anywhere else.”

This year, the ESA Foundation gave 2016-17 and 2017-18 scholarship recipients an E3 experience aimed at encouraging and inspiring their development as game makers and helping them make connections in the industry. Activities they were able to participate in included a Shadow of the Tomb Raider demo with Lead Writer Jill Murray; a half-dozen networking events and mixers; VIP tours of the Bethesda Softworks, Sony Interactive Entertainment, Nintendo, Take-Two Interactive, and Ubisoft booths; and ESA Foundation panels featuring industry leaders.

“It has been really amazing,” said Nicole Fairchild, a 2016-17 and 2017-18 scholarship recipient. “Everything the ESA Foundation has allowed us to do here has been phenomenal. It has really motivated me to try even harder.”

For Nicole, hearing from successful women in the video game industry at ESA Foundation panels was a highlight. “Coming here and getting involved and hearing from these panels of women who are successful anywhere in the games industry is really motivating,” she said. “The people have been really amazing because everyone’s so enthusiastic and passionate about the different games that are here, and everybody seems pretty supportive of each other.”

“Today, I waited in line for Overkill’s Walking Dead game and their associate producer was at the very front of the line,” added Sophia Nelson, a 2016-17 scholarship recipient. “She took time out of her day to talk to us for like 15 minutes about what it’s like to be an associate producer and how the art team and the entire production team is affected by what she does.”

Since 2007, the ESA Foundation’s scholarship program has awarded more than 300 scholarships to women and minority students pursuing video game-related degrees across the United States. Sixty-one percent of the scholars from the past two years of the program are women and together the 65 scholars hail from 30 different states and 42 universities.

For more information on the ESA Foundation scholarship program, visit www.esafoundationscholars.org.
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