Teach geography to your virtual pet that wants to learn the European map.
Animal Class: European Map -game is targetted for players aged 10-15 years. The idea of the game 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.
More information about the game and game philosophy on AnimalClass -blog.



You can start the gameplay by downloading the game client and by creating free user account. With free user account, you can play the first task of the game - to teach EU and non-EU countries to your pet.
AnimalClass was awarded as Best Nordic Serious Game of the year in Nordic Serious Games -Conference 2008.
1. Create a free user account (limited game) >>>
2. Download game client [16MB] >>>
Or use browser client [14MB] >>>
3. Upgrade your user account to full game >>>
If you like the game, you can buy full account with your mobile phone. The price of the one year full account is 2-4 euros, depending on country. You can check pricing by clicking Upgrade user account -link.
Currently you can buy full account with mobile paymet from Austria, Belgium, Czech Republic, Denmark, France, Germany, Ireland, Luxembourg, Netherlands, Norway, Portugal, Russian Federation, Spain, Sweden, Switzerland and United Kingdom.
Suomessa pelien myynnistä vastaa Kustannusosakeyhtiö Otava.
In Finland games are delivered by Otava Publishing Company Ltd.
Technical support: support@gameminer.fi
Tips
Teaching requires patience, it take hours to teach perfect pet.
If you teach wrongly, your pet 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.
Scientific publications and presentations
Ketamo, H. & Suominen, M. (2008). Learning-by-Teaching in Educational Games. In proceedings of Ed-Media 2008. 30.6.-4.7.2008, Vienna, Austria.
Ketamo, H. & Suominen, M. (2007). Ways to support reflective thinking in educational games: Gaming Strategies and Learning. In proceeding of Online Educa Berlin 2007, 28-30.11.2007.
Ketamo, H. & Suominen, M. (2006). AnimalClass–Animals that learn. Presented at Online Educa Berlin, Berlin, Germany, 30.11.2006. >>> Download [1 MB] <<<
Ketamo, H. & Suominen, M. (2007). Learning by Teaching: A Case Study on Explorative Behaviour in an Educational Games. Presented at Network Based Education -conference, NBE2007, Rovaniemi, Finland 14.6.2007. >>> Download [2 MB] <<<
Kiili, K. & Ketamo, H. (2007) Exploring learning mechanism in educational games. Presented at Information Technology Interfaces, Cavtat, Croatia, 25.6.2007. >>> Download [2 MB] <<<