Neuromatrix is an immersive video game for ages 11-14 -- use your brain to learn about the brain

Location

main
United States
37° 5' 24.864" N, 95° 42' 46.4076" W

An immersive video game that makes the complex concepts of brain science fun and comprehensible to children and teens.

About You

read more↑ hide↑ hide

Location

Project Street Address

Project City

Project Province/State

Project Postal/Zip Code

Project Country

n/a

Your idea

read more↑ hide↑ hide

Year work began:

2004

Focus of activity

Product/procedure

YouTube Upload

Neuromatrix game trailer

Project URL (include HTTP://)

Plot your innovation within the mosaic of solutions

Which of these barriers is the primary focus of your work?

Product Design Orientation

Which of the principles is the primary focus of your work?

Cognitive Fitness

If you believe some other barrier or principle should be included in the mosaic, please describe it and how it would affect the positioning of your initiative in the mosaic:

We have a problem in our society with the way children are learning.
Our schools are obsolete. Our education system was adopted in the late 1800’s and hasn’t changed much since then. Most children do not get a sense of their talents and potential and they’re not being prepared for the jobs of the future. If we don’t stimulate our children’s interest in science and technology early in life, America will lose its technological edge and status as a world leader.

American schools have one of the highest dropout rates in industrialized world. Our students’ score lower on science tests then most of their foreign peers, and yet, the fastest growing occupations absolutely require scientific and technological skills.

Children today live in a complex world where alienation, violence and lack of responsibility are the norm. To be better prepared for this world, it is essential for children and teens to understand how the human brain works.

We need a new generation of thinkers. Morphonix is nurturing empathetic, strategic thinkers with creative approaches to our problems through games like Neuromatrix.

Need
It is important to teach adolescents about basic neuroscience for many reasons. By helping them understand how central this delicate organ is to their experience of life, we promote a positive attitude towards its proper care. Furthermore, introducing adolescents to neuroscience encourages their natural curiosity and interest in science, increasing the likelihood that some will pursue a career in neuroscience and contribute to this fast growing body of knowledge. Despite the benefits of teaching basic neuroscience, it is absent from most middle school curricula because it is often considered too abstract and specialized a science to be taught to adolescents. Neuromatrix addresses the need to find new and exciting ways to interest adolescents in neuroscience.
Neuromatrix address a very big gap in our education system. Children are not taught about their brains in schoo

Name Your Project

Neuromatrix is an immersive video game for ages 11-14 -- use your brain to learn about the brain

Describe Your Idea

An immersive video game that makes the complex concepts of brain science fun and comprehensible to children and teens.

Innovation

read more↑ hide↑ hide

What is your signature innovation in one sentence?

An immersive video game that makes the complex concepts of brain science fun and comprehensible to children and teens.

Describe your innovation. What makes your idea unique and different than others doing work in the field?

Neuromatrix not only enables kids to learn neuroscience basics, it inspires kids to take care of their brains.

A prime question is capturing the child’s attention, keeping it, and instilling the principles of brain function and brain care. In Neuromatrix, the very act of playing a Memory Puzzle game models how a memory is constructed in the brain. No book or movie can ever create that kind of immersive, first-hand, direct and active type of learning. The same holds true for the way the Cerebellum game models Cerebellum function and a game in the Left Parietal lobe models the parietal lobe problem scientist Jeff is experiencing.

Take as a further example the Diagnosis Process (DP) that the player uses in Neuromatrix to determine which part of a teen scientist's brain is infected with Nanobots, and therefore which part the player must travel to in order to root out the Nanobots. This is a key element of the gameplay: the player has a clear motivation to get this information, because it will lead him or her to the Nanobots. If the player makes an incorrect evaluation or doesn't ask the right questions, they will never have a chance to confront the Nanobots in the scientist's brain. Therefore, it matters in a very personal way to the player to understand enough about the brain, and about the type of DP used by neurologists, to succeed.

What barriers exist that are creating the problem your innovation is hoping to address/change?

A recent study in the scientific journal Child Development shows that a student’s view of intelligence can improve their grades.

Psychologist Carol Dweck from Stanford University and Lisa Blackwell, Columbia University randomly assigned 100 seventh graders all doing poorly in math to either workshops on good study skills or workshops on the expanding nature of intelligence and the brain.

The students in the brain group “learned that the brain actually forms new connections every time you learn something new, and that this makes you smarter. This group was basically given a mini course on how the brain works. By the end of the semester, the students who had been taught that the brain can grow smarter had significantly better math grades than the other group.”

“When they studied, they thought about those neurons forming new connections,” Dweck says. “When they worked harder in school, they actually visualized how their brain was growing.”

Now imagine learning about the brain while playing a video game. "Neuromatrix” teaches children how their brains work.

Children and teens are naturally curious. They’re eager to know how and why things work. But spurring their interest in a subject depends on how it’s presented: the story that is told, the play and interaction that are offered.

We’re committed to finding new ways to capture children’s natural interest in learning, and to engage them more actively in the learning process. Morphonix brings together two things that kids love: knowledge and games. When these can be woven seamlessly, content becom

Delivery Model: How do you implement your innovation and apply it to the challenge/problem you are addressing.

We developed a video game, Neuromatrix that we will market to both adolescents at home and to teachers and schools. Neuromatrix includes teaching materials on the Morphonix web-site. These lessons address numerous middle school science and language standards. They can be used in a variety of ways to teach about the brain.

Neuromatrix address a very big gap in our education system. Children are not taught about their brains in school. How can we expect them to take care of their brains and nurture their brains if they don't know anything about them?

Neuromatrix not only enables kids to learn neuroscience basics, it inspires kids to take care of their brains.

A prime question is capturing the child’s attention, keeping it, and instilling the principles of brain function and brain care. In Neuromatrix, the very act of playing a Memory Puzzle game models how a memory is constructed in the brain.

How do you plan to scale your innovation?

To help change the way children are learning about science and health by developing entertaining video games that are cool enough to play at home and smart enough to play at school

Impact

read more↑ hide↑ hide

Provide one sentence describing your impact.

To interest children in science and health and to help them better understand how their brain works.

What impact has your innovation had to date? Exactly who are the beneficiaries of your innovation?

Neuromatrix was released late August 2007. The beneficiaries of Neuromatrix are adolescents ages 11-14 and their teachers. I just returned from participating in WIRED NextFest a unique world’s-fair-style event held at the Los Angeles Convention Center, from September 13–16, 2007. Neuromatrix was one of 100 exciting interactive exhibits invited to demonstrate how technologies are transforming our world. We were part of the Future of Education pavilion.

Hundreds of children and adults played Neuromatrix. It was an incredible experience. We learned a lot from watching so many kids. Although we did our research with 11-14 year olds, we were amazed to see a 3 year old maneuvering around in real time 3D effortlessly. Several 9 year olds played Neuromatrix for 2-3 hours. It further convinced me of the need to revamp our education system to better meet the needs of these technological savvy kids-- They are our future.

How many people have you served directly?

Neuromatrix has not been released yet.

How many people have you served indirectly?

NA

Please list any other measures reflective of the impact of your innovation

Neuromatrix includes research to show that video games are an effective way of interesting children in science and health. The studies indicate strong interest by students in the game’s neuroscience content. There are also significant gains in knowledge due to extended exposure to the game.

What are the main barriers to creating your impact?

Video games are not yet an accepted way of presenting educational/science/health content in school settings. Neuromatrix breaks new ground-it's not traditional educational software and it's not a main stream commercial video game.

This Entry is about (Issues)

Sustainability

read more↑ hide↑ hide

How is your initiative financed?

Neuromatrix was developed with Small Business Innovation Research grants from The National Institute of Mental Health

Provide information on your finances and organization: annual budget, annual revenue, number of staff:

approx 300,000 when the grant was in progress; no revenue generated yet for Neuromatrix, 2 full time staff, 5 part-time staff, 5 neuroscience advisors, 2 evaluators

What is the potential demand for your innovation?

The electronic entertainment industry, including video games and personal computer games, now exceeds
the movie business in terms of total revenues. Young people make up the most active segment of the total population of game players. Access to computers and the Internet make electronic games more available than ever, both at home and at school. These factors – market success, popularity among youth, widespread access – combine to establish a wonderful environment for bringing new, more complex

What are the main barriers to financial sustainability?

Producing and marketing video games is expensive. The grants provide funding for research and production but not marketing and distribution. One of the challenges is getting widespread distribution for games like Neuromatrix.

The Story

read more↑ hide↑ hide

What is the origin of this innovation? Tell us your story.

I was originally an educator, then a film producer. I became interested in video games because I’m interested in using technology to change the way we communicate and understand the world we live in. My work is focused on children because they still have open minds and are growing up with computers and technology. I first became interested in the brain in the early 1990’s, The Decade of the Brain. It continues to fascinate me.

Children will benefit the most from advances in technology. Video games can teach students about decision making by showing the effects a decision has on an outcome. By experiencing a situation from another's viewpoint, the learner can obtain a better understanding of another’s perception of the situation. Children learn that there are infinite possibilities and when they choose one over another, the outcome simply changes. When a problem occurs, they can see the opportunity it presents for learning instead of the error.

Immersive learning games can change the way children view the world. For example, if I have the opportunity to play out a situation and choose from a number of outcomes, I can see how my life would be affected if I chose differently.

The non-linear capabilities of the technology show us that we always have choices, but the outcome changes when we choose one action over another. We see how everything is related and that our actions affect more then us. If children learn to appreciate their brains, it will hopefully inspire a new generation of thinkers and problem solvers.

Please provide a personal bio. Note this may be used in Changemakers marketing material

Karen Littman is the founder and President of Morphonix, LLC. She has extensive experience in developing film and computer-based programs including Associate Producer of the documentary The Life and Times of Allen Ginsberg. As a producer, writer, and designer, Littman has received over $4 million in grants from the federal government and foundations for projects she initiated and developed. Karen's career has spanned award winning multimedia titles, Super Bowl commercials, and films. Littman is a consultant to corporations and non-profit organizations. She also founded a film production company and two non-profits. She is a professionally trained pianist, composer, and vocalist.

How did you hear about this contest and what is your main incentive to participate? (this is confidential)

from Ben Sawyer and Beth Bryant

jeisea said: I think the idea of imersing the students into learning by doing has real merit. Are you aware of VR technology where kids become so ... about this Competition Entry. - 1567 days ago read more >
morphonix said: Thanks Diane. I added some informaiton about the study to my appplication I just returned from participating in WIRED NextFest a ... about this Competition Entry. - 1603 days ago read more >
Diane Tucker said: I'm glad you found the research as compelling as I did. Seems to me, it should open up a range of new opportunities for applying and ... about this Competition Entry. - 1604 days ago read more >
morphonix said: Hi Diane, I was very excited to learn about this study! I read the article you suggested and some others. I hope it will help our ... about this Competition Entry. - 1621 days ago read more >
Diane Tucker said: hi, Karen, Today afforded me an opportunity to read an article too long in my "to-read" pile -- and it prompted me to think of you ... about this Competition Entry. - 1625 days ago read more >
Diane Tucker said: These details are great, Karen, as they help someone who knows what serious games in general promise but who doesn't know your ... about this Competition Entry. - 1644 days ago read more >
morphonix said: Neuromatrix address a very big gap in our education system. Children are not taught about their brains in school. How can we expect ... about this Competition Entry. - 1646 days ago read more >
Diane Tucker said: Thanks for your reply, Karen. I have to say: I'm not convinced you're using the Changemakers application form to your or your game's ... about this Competition Entry. - 1649 days ago read more >
morphonix said: I was a film producer before I started Morphonix in 1990. My interest in interactive technology began because I believed it could ... about this Competition Entry. - 1658 days ago read more >
Diane Tucker said: Hi, Karen, Thanks for your submission. I wonder: is there a story you've been able to communicate about the brain, or a behaviorial ... about this Competition Entry. - 1659 days ago read more >

Comments

Tue, 07/24/2007 - 13:27

Hi, Karen,

Thanks for your submission. I wonder: is there a story you've been able to communicate about the brain, or a behaviorial change you've been able to effectuate -- via the game mechanism that you could not have communicated or changed via, say, a film? If so, it would be great to hear about it -- even if briefly -- as it would enable us to see the outlines of your innovation in greater detail.

Thank you.
The Changemakers Team

Wed, 07/25/2007 - 17:44

I was a film producer before I started Morphonix in 1990. My interest in interactive technology began because I believed it could actively involve children in the learning process so they might learn at an early age, “your involvement makes a difference.” Children who grow up with this medium will have a better understanding of the way the world really works. The ability to link ideas and access information shows us that everything is related to everything else. If children can understand and appreciate this interconnectedness, we will see our values change. They will not experience school as a series of isolated subjects that are unrelated, but as patterns in harmony. Video games have the capability to transform our view of who we are, helping us to see the interdependence of all living things.

The immersive game format of Neuromatrix promotes learning by doing. You use your brain to learn about the brain. For example when you are in a characters cerebellum, diagnosing and solving her cerebellum problems, you are using your own cerebellum in activities that require balance and coordination. In another characters Hippocampus, you help him get back his memory by using your own memory.

We completed two research studies last spring.
In one of the studies, the major hypotheses was 1) children will be more interested in playing Neuromatrix than children in an enhanced classroom lecture with the same content; 2) children in the video game group will be more interested in the brain than children in the classroom lecture group; and 3) children in the video game group will gain more knowledge about the brain than children in the classroom lecture group.

Overall, the results indicate that there is substantial value in using video games to present educational content to children of middle school grades and that 1) children will play these games on their own, 2) they will benefit from their use from an educational setting, 3) there is significant “Replay Value” in this particular game, and 4) they like the venue and mechanism as a form of providing content in an educational and fun manner.

The studies indicate strong interest by students in the game’s neuroscience content. There are also significant gains in knowledge due to extended exposure to the game.

Fri, 08/03/2007 - 12:26

Thanks for your reply, Karen.

I have to say: I'm not convinced you're using the Changemakers application form to your or your game's best advantage. Keep in mind: it's one of very few things the judges will be evaluating, and the judges themselves are familiar with the generic promises of games. Thus, I think you'd advance your own cause better if -- instead of devoting the "Origin of Innovation" section to those generic explanations of what games do -- you offered far more concrete descriptions of what your game really does -- does that, say, a documentary about the brain could not. I don't think that in saying "in this game you use your brain to learn about the brain" you're making a strong enough claim for your game's innovativeness since humans use their brain for so VERY much of what they do -- including watching a film about the brain or picking one's toenails. More interesting and innovative, I think, is (if i'm reading correctly) your suggestion that gameplay in the "cerebellum" part of your game concentrates more on balance and coordination (because that's what the human cerebellum does) than does the section of gameplay that occurs in the hypocampus segment of your game. If that's true -- if there is an interplay between the story the game tells and the part of the brain the game itself engages while the player's in that portion of the game-- that seems to me a way in which your game is quite innovative -- and that you'd be wise to put more of that kind of concrete description into your application.

In addition, your presentation of the results your game has produced is not as clear as it might be. The results you describe seem very generic -- considerably more generic than the hypotheses (I think) you hoped the evaluations would verify. What, in more concrete terms, did your game prove to do? and how can you present the strongest possible results inside the application itself?

I hope that helps.

Best,
Diane
The Changemakers Team

Mon, 08/06/2007 - 18:05

Neuromatrix address a very big gap in our education system. Children are not taught about their brains in school. How can we expect them to take care of their brains and nurture their brains if they don't know anything about them? Simply to make them aware that their brain is an organ in their head is already a huge leap.

Neuromatrix not only enables kids to learn neuroscience basics, it inspires kids to take care of their brains. This means everything from wearing a helmet when doing a dangerous activity, to not eating junk food when they could eat something healthy, and not filling their minds with junk TV or junk games when they could read, view, or play something that challenges and grows their brain connections. This might not sound like a huge changemaking activity to some people, because instant change is not visibly "effectuated." But really, the change is huge when the seed is planted and the payoff is reaped over the course of years.

A prime question is capturing the child’s attention, keeping it, and instilling the principles of brain function and brain care. Now, a movie is too short to do that effectively. A good book may be able to do it to a higher degree, because children become immersed in books for several hours -- in a similar way as they immerse themselves in games for several hours. A big difference between a story in a book and our game is that in many parts of the game, the very act of playing the game models the way the brain works. A book will never be able to do that, because it requires only one type of activity (an important one, needless to say) -- reading. However, in Neuromatrix, the very act of playing a Memory Puzzle game models how a memory is constructed in the brain. No book or movie can ever create that kind of immersive, first-hand, direct and active type of learning. The same holds true for the way the Cerebellum game models Cerebellum function and a game in the Left Parietal lobe models the parietal lobe problem scientist Jeff is experiencing.

Take as a further example the Diagnosis Process (DP) that the player uses in Neuromatrix to determine which part of a teen scientist's brain is infected with Nanobots, and therefore which part the player must travel to in order to root out the Nanobots. This is a key element of the gameplay: the player has a clear motivation to get this information, because it will lead him or her to the Nanobots. If the player makes an incorrect evaluation or doesn't ask the right questions, they will never have a chance to confront the Nanobots in the scientist's brain. Therefore, it matters in a very personal way to the player to understand enough about the brain, and about the type of DP used by neurologists, to succeed.

The Neuromatrix DP gameplay system of asking questions and evaluating responses is woven seamlessly with the techniques used by a neurologist to evaluate a patient with brain damage. Presented in a movie, a kid would passively observe a neurologist asking questions and stating his/her evaluation of the answers. The action is "out there" and being done by other people, not by the kid him/herself. In the game, the player must choose which question to ask and use their own brain to formulate an evaluation of the answer received. The player is enmeshed in the process, and is also subject to the consequences of the choices they make -- and being subject to such consequences makes the player think that much harder about what choice to make, which in turn means the player is paying attention to and absorbing content about the brain that much more deeply, since in our game the brain content is woven into the very fabric of the gameplay. In a movie, there is no choice made by the viewer and no consequence gained/suffered as a result of YOUR choices: you are simply presented with an outcome. The difference between viewing such subject matter in a movie and enacting it in a game is analogous to the difference between watching a soccer game and actually playing in one. The soccer player by necessity has a much more immediate and detailed understanding of the game, and knowing the ins and outs of the game matters in a much more personal way to him/her. The same can be said of a kid playing Neuromatrix: by being a player, and the one responsible for evaluating the brain health of a scientist, it matters much more to you that you get it right than it would if you simply watched someone else carrying out this action in a movie.

The Emotions Gallery game provides another example of how interaction produces a type of learning and understanding that is far more penetrating than simply watching a film. In this game, you see the face of the Director of the Research facility contorted in one of the six emotions that have been identified by neuroscientists as primary. The game requires you to take in that emotion and then identify which primary emotion the Director is feeling. If you identify correctly, the face animates and you hear a voice line that expresses that emotion. If incorrect, you hear a voice line expressing the emotion you chose and letting you know that it's incorrect. That means you really have to think about what his face is expressing. By going through all six emotions in this game, you absorb in a very individualized way how your perceptions match up with scientific research in this field. Your personal choice entered into the picture and you got immediate feedback about whether your choice accords with the way scientists interpret the facial expression. This gives you a fine-grained and in-depth understanding of how your way of interpreting facial expressions lines up with adults tend to interpret them. If you just saw these expressions in a movie and were told which emotion goes along with them, you'd absorb the information in a rather shallow way. The facial expressions and their emotional denotations have been studied in enormous detail by scientists like Paul Ekman at UCSF, and the design of our game incorporates the results of this research -- there is nothing arbitrary about how we chose the emotions and facial expressions.

The dialogue choices made in the Dream Lab, in which you engage three dream Nanobots in conversation in order to convince them to give you neurotransmitters that are needed to help a scientist wake up, present a different kind of challenge. Here, the frame of the Dream Lab game provides the neuroscience content: the player learns that brain chemicals called neurotransmitters are responsible for regulating functions like sleep and waking. Each of the three Nanobots has a different personality and responds to different verbal approaches. If you select a line that accords well with the Nanobot's personality, it will respond in a way that encourages you to keep going. If not, it responds more negatively. The Nanobot responses create a feedback matrix for the player to use in judging which dialogue line to choose next. The feedback matrix that we developed for this game imparts a larger lesson, which is that every creature's mind works in a slightly different and individual way. While a movie can convey this idea via passive observation of a story, it cannot bring the player to experience it personally the way you do in this game. In the game, the player can test his or her own individual perceptions of what type of approach he or she thinks will work best, and find out the results of those perceptions, which matter to the player because of the importance of getting the neurotransmitter. In a movie, you can only observe the choices made by other people.

These direct interactive learning experiences encode deeply in a child’s brain. Paired with the story and adventure, they build over the course of the game in a way that keeps them involved and wanting to know more about the brain. By the end of the game, the player will have internalized a new respect for and concern about his or her own brain by PLAYING and HAVING FUN. This is a much stronger way for kids to retain and value important concepts than by imparting them through a lecture or reading or movie that tells them "pay attention to this because it's good for you."

As for what we can claim from our research, it's true that we didn't try to explore in detail ways in which the game may deeply encode these principles. However, the fact that kids do show greater interest in the brain is significant, because capturing their attention is the first step -- a crucial and necessary step. The fact that they also learn more about the brain by playing proves that we are on the right track and backs up the goals articulated above.

Wed, 08/08/2007 - 08:01

These details are great, Karen, as they help someone who knows what serious games in general promise but who doesn't know your particular game -- a group that will include the judges -- grasp how innovative it really is. I hope you'll find ways of incorporating the best of that into the application itself.

Best,
Diane

The Changemakers Team

Mon, 08/27/2007 - 12:51

hi, Karen,

Today afforded me an opportunity to read an article too long in my "to-read" pile -- and it prompted me to think of you and your entry. This article points to research that indicates that simply by teaching kids 'that the brain is a muscle and that [giving] it a harder workout makes [a person] smarter ALONE improved their math scores." It's a broader article about which "frames" for achievement actually bolster achievement (and which diminish achievement). It seems to offer an entirely new framework for marketing your game -- as a mechanism that might actually produce quantitative improvements in kids' scores. Seems to me that, if your game actually improves kids' scores on tests, you have an incredible marketing opportunity.

Here's the link to the article: http://nymag.com/news/features/27840/
You might want to take a look.

Best,
Diane
Changemakers

Fri, 08/31/2007 - 16:20

Hi Diane,

I was very excited to learn about this study! I read the article you suggested and some others. I hope it will help our marketing efforts. Here's some more information:

A study in the scientific journal "Child Development" shows that a student’s view of intelligence can improve their grades.

Psychologist Carol Dweck from Stanford University and Lisa Blackwell, Columbia University randomly assigned 100 seventh graders all doing poorly in math to either workshops on good study skills or workshops on the expanding nature of intelligence and the brain.

The students in the brain group “learned that the brain actually forms new connections every time you learn something new, and that this makes you smarter. This group was basically given a mini course on how the brain works. By the end of the semester, the students who had been taught that the brain can grow smarter had significantly better math grades than the other group.”

“When they studied, they thought about those neurons forming new connections,” Dweck says. “When they worked harder in school, they actually visualized how their brain was growing.”

Now imagine learning about the brain while playing a cool video game like Neuromatrix!

Mon, 09/17/2007 - 13:00

I'm glad you found the research as compelling as I did. Seems to me, it should open up a range of new opportunities for applying and marketing your work.

I wonder: any thoughts on updating or revising your entry so that the application the Dweck/Blackwell work suggests is included, what you've been up to since first applying is included, and/or some of the information you revealed in our earlier exchanges makes it into your application? Could only help, right?

I look forward to hearing your thoughts.

Best,
Diane
Changemakers

Tue, 09/18/2007 - 14:33

Thanks Diane. I added some informaiton about the study to my appplication

I just returned from participating in WIRED NextFest a unique world’s-fair-style event held at the Los Angeles Convention Center, from September 13–16, 2007. Neuromatrix was one of 100 exciting interactive exhibits invited to demonstrate how technologies are transforming our world. We were part of the Future of Education pavilion.

Hundreds of children and adults played Neuromatrix. It was an incredible experience. We learned a lot from watching so many kids. Although we did our research with 11-14 year olds, we were amazed to see a 3 year old maneuvering around in real time 3D effortlessly. Several 9 year olds played Neuromatrix for 2-3 hours. It further convinced me of the need to revamp our education system to better meet the needs of these technological savvy kids-- They are our future.

Wed, 10/24/2007 - 22:01

I think the idea of imersing the students into learning by doing has real merit. Are you aware of VR technology where kids become so immersed in the experience they do not feel the normally excurciating pain of having burn wounds redressed. There is VR work in the UK which is stoping pain messages in a permanent sense and in Isreal this is used in a 2D format projected on a plasma screen such as you would with your game. The science is there that we can no only teach but retrain the brain to switch off aberant messages. As an educational tool this is great. It has greater potential.

jeisea
http://www.crps-rsd-a-better-life.blogspot.com