For institutional customers, we have developed a game series that meets the needs of pedagogy and curriculum. The tools that support teacher’s work, especially the game diagnostics, are designed to provide information valuable for classroom management.

Animal Class is a game series targetted for players aged 9-15 years . The pedagogical idea of Animal Class is to put a player into the role of a teacher. The background of the game is in Learning by Doing, Learning by Teaching and Learning by Programming. In Animal Class the player has complete freedom to teach the virtual pet however s/he wants, even wrongly.
AnimalClass -school series is in use e.g. in Helsinki, Finland.
More information about the game and game philosophy on AnimalClass -blog or directly from developers: Harri Ketamo, tel: +358 50 528 5006, email: firstname.lastname@gameminer.fi
Suomessa pelien myynnistä vastaa Kustannusosakeyhtiö Otava.
In Finland games are delivered by Otava Publishing Company Ltd.
Download a free demo!
In this demo, a player is asked to teach an octopus that wants to learn geometry. The teaching is done by constructing ‘which one of the shapes does not belong into the group’ types of questions.
The game consists of two main areas: 1) the teaching room, where pupils teach skills and knowledge to an octopus and 2) the competition area, where a pupil can send his/her octopus to compete against other. The other octopus (the opponent) has been taught by some other real life pupil, which gives a collaborative dimension to the game. The competition is based on the results of previous teaching.
Download and play
- Windows 98/2000/XP/Vista >>> Download [6 MB] <<<
- Mac (tested on OS 10) >>> Download [9 MB] <<<
Instructions:
- Download the game
- Game uses 8080 port, if your firewall asks if the port is allowed, you have to give a permission in order to play the game.
- All data is in the server. The same game can be installed in several computers.
- At first, a player should make a user account. Each user account and its data are stored in the server.
- Player can play the game, have a pause and continue from another computer if she wants. No data is loss.
- Players are encouraged to see the instructions -animation.
Tips:
- Teaching requires patience, it takes approximately an hour to teach near-perfect octopus.
- If you teach wrongly, the octopus learns wrongly. As in real life, learning away is more difficult than learning new knowledge.
- In the rank, there is only half of the population listed. Individual player’s score can be seen by giving one’s username into the form.