Professor S.
As a real-world game, Professor S. combines a digital platform with a playful storyline to add a new dimension to classroom learning in conjunction with everyday school lessons and to re-motivate students. The storyline follows the adventures of Professor S. and his assistant, who are trapped in a failed time machine experiment and need the students’ help to escape their predicament. The solution components needed to do this are generated by completing daily classroom assignments, which are fed back into the learning platform, thereby creating a direct experience of interaction and self-efficacy. This significantly increases motivation to learn, and children are confronted with the digital media world that now surrounds them every day in a new way. Traditional pedagogy, when combined with modern media, thus becomes an effective learning tool.
The DCP Jury 2016