Teach geography to your virtual pet that wants to learn the European map.

Animal Class: European Map -game is targetted for players aged 10-11 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. AnimalClass was the winner of the Nordic Serious Game 2008 award, shortlisted (finalist) at European Innovative Awards 2009, got a honorary mention at E-Eemeli awards 2010 and it was the winner of World Summit Award Finland 2010 in e-learning category.

You can start the gameplay in seconds.

1. Create a free user account >>>

2. Start the game (browser client) >>>

Technical support: support@gameminer.fi

More information about the game and game philosophy on AnimalClass -blog.

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. (2010). Learning-by-Teaching in an Educational Game: The Educational Outcome, User Experience and Social Networks. Journal of Interactive Learning Research, vol. 21(1), pp. 75-94.

Ketamo, H. (2009). Semantic networks -based teachable agents in an educational game. Transactions on Computers, vol 8(4), pp. 641-650.

Ketamo, H. & Kiili, K. (2009). New Teachership in Game Worlds. In Proceedings of 3rd European Conference on Educational Game Based Learning, Graz, Austria, 12-13. October 2009, pp.211-219.

Kiili, K. & Ketamo, H. (2009). Learning is not Self-Evident: Conceptual Change Demands Time and Support. In Proceedings of 3rd European Conference on Educational Game Based Learning, Graz, Austria, 12-13. October 2009, pp. 227-233.

Ketamo, H. (2009). Teachable Virtual Characters in Educational Game. In Proceedings of 1st International Open Workshop on Intelligent Personalization and Adaptation in Digital Educational Games. October 14, 2009, Graz, Austria, pp. 35-42.

Ketamo, H. (2009). Teachable characters: Semantic neural networks in game AI. In Recent Advances in Neural Networks: Proceedings of the 10th WSEAS International Conference on Neural Networks (NN’09), Prague, Czech Republic, 23-25.3. 2009, pp.11-17.

Ketamo, H. & Suominen, M. (2008). AnimalClass: Social Networks in Gaming. In Kankaanranta M. & Neittaanmäki, P. (eds). Design and Use of Serious Games. Springer Science+Business Media B.V., pp. 143-154.

Ketamo, H. & Suominen, M. (2008). Learning-by-Teaching in Educational Games. In proceedings of Ed-Media 2008. 30.6.-4.7.2008, Vienna, Austria., pp. 2954-2963. [outstanding paper award].

Kiili, K. & Ketamo, H. (2007). Exploring the Learning Mechanism in Educational Games. Journal of Computing and Information Technology, vol. 15(4), pp. 319-324.

Kiili, K., Ketamo, H., & Lainema, T. (2007). Reflective thinking in games: triggers and constrains. In proceedings of European Conference on Game Based Learning, 24-26.11.2007, Paisley, UK, pp 169-176.

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] <<<