Game-based learning gains steam in higher education

June 21st, 2016

game learning

Triseum raises $1.43M to transform educational experiences for students

Triseum announced a new funding round of $1.43 million, on the heels of its official market launch and initial game release due June 1st, 2016, raising the total investment to nearly $2 million.

Emerging out of the LIVE Lab at Texas A&M University, in 2014, André Thomas and Rahul Khanorkar founded game-based learning company Triseum combining legacies in game development, design graphics, market development and management.

Triseum has grown to over 30 staff, incorporating former Texas A&M University students, professors and leading experts in game development from around the country. It was important to Thomas that Triseum’s team be built, in an interdisciplinary fashion, to support all facets of curriculum interaction by students while maintaining and exceeding Game-Based Learning (GBL) expectations from students and teachers.

“Tuition is at an all-time high and rising. Student graduation and thruput of students is dropping and our educational delivery method for our mobile, digitally driven next generation is failing. Triseum is at the cutting edge of changing that paradigm. Why wouldn’t you invest in the future,” said Randy Rehmann, Chairman and CEO of Dynamic Systems and Triseum investor and partner.

Through their partnership with the LIVE lab at Texas A&M University, Triseum is able to develop and test game designs and prototypes prior to production. Experts, from across the university, are engaged with Triseum to ensure games adhere to rigorous scientific standards as well as the latest research prior to game production. Additionally, students and instructors are tightly integrated into the design, development and testing processes ensuring the final product has been thoroughly vetted by the very user groups Triseum aims to serve.

“We are very proud to have laid a foundation and company culture built on rigorous curriculum, and innovative, bleeding-edge digital technology,” said André Thomas, CEO of Triseum recently profiled in The Huffington Post. “This combination is enabling us to expand course subjects and grade levels throughout educational systems around the world.”

When Education Game Development is Done Right, it Works

Triseum has quickly changed the landscape of the emerging Game-Based Learning (GBL) industry. The company’s leading experts in gaming and instructional design are creating rich digital experiences for students.

“Game-based learning can serve as the missing link between curriculum objectives and student expectations,” said Thomas. “Education, as an industry, is better served when academic rigor presents itself through experiences and technologies students naturally gravitate to.”

Triseum’s upcoming release of ARTé: Mecenas is the first game to be released from the ARTé suite, a collection of games with targeted learning outcomes supporting a traditional college-level Art History survey course. Designed to supplement course instruction, ARTé: Mecenas teaches the interconnectedness of local and international economies, in Renaissance Italy, and how those economies influenced art and art patronage.

ARTé: Mecenas gives players a unique perspective on the Italian Renaissance of the 15th to 16th centuries. For example, taking the role of a member of the merchant/banking Medici family, one of the most influential families of the time, student(s) learn to balance relationships with powerful city-states, merchant factions, and the Catholic Church to build and maintain a financial empire. In the process, they play a pivotal role in the creation of famous artworks, monuments, and institutions of the Renaissance. By following the historical footsteps of the Medici family, students level up to the status of “Mecenas,” an influential patron of the arts, and experience the political, social, and economic factors that shaped the era.

About the Author:

Material from a press release was used in this report.

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