Neuromatrix is an immersive video game for ages 11-14 -- use your brain to learn about the brain
Location
An immersive video game that makes the complex concepts of brain science fun and comprehensible to children and teens.
About You
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Your idea
Year work began:
2004
Focus of activity
Product/procedure
YouTube Upload
Neuromatrix game trailer
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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
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
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
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
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. - 1569 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. - 1606 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. - 1607 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. - 1624 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. - 1628 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. - 1647 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. - 1649 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. - 1652 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. - 1661 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. - 1662 days ago read more > |

