The Semideus Matikka game is a really fun way to learn fraction and decimal numbers. By playing Semideus Matikka game, learners can improve their ability to understand rational numbers in multiple forms. The task of Semideus is to find the gold coins that a goblin has stolen from Zeus. On the way to Mount Olympos, Semideus has to chase the goblin, seek the coins, avoid traps, and crush math based enemies. Game mechanics are integrated to following math concepts:
The assessment of rational number knowledge is implemented seamlessly into the gameplay. Recent studies have shown that Semideus is an effective math learning tool and can reveal children's misconceptions about fraction and decimal numbers.
The game has been developed collaboratively with learning experts: TUT Game Lab (Tampere University of Technology) and their international research partners.
Semideus School is a free iPad game that is targeted for schools and our research collaborators. In order for a student to play the Semideus School game, a teacher/researcher must register to the Semideus School service and obtain the game access codes for their students. Semideus School is a good option for schools that have only limited set of iPads, because students' progress is linked to game access codes. If each of your students has a personal iPad, you can also use Semideus Matikka game (currently available only in Finland). Contact Kristian Kiili or Antero Lindstedt to get more information about obtaining game access codes for Semideus School.
Contact emails: firstname.lastname@example.org
Note that all Semideus games require internet connection. If you have questions about the game, contact us by email:
The aim of this study is to investigate the learning effectiveness of the Semideus School game and to model 4-9 graders rational number knowledge. In this study students will play the Semideus School game for 5-6 lessons (1 lesson = 40 minutes). During the experiment students are required to fill in a short playing experience questionnaire and math motivation questionnaire. All other research measures are based on learning analytics that the game records.
Contact Kristian Kiili to participate this study: email@example.com
Juulia Virta and Eetu Suoranta
TUT Game Lab: Kristian Kiili, Arttu Perttula, Pauliina Tuomi, Antero Lindstedt
Stanford University: Keith Devlin
Keith Devlin, Harri Ketamo, Venla Kiili, Mikko Koskela, Korbinian Mueller, Manuel Ninaus
In order for a child to play the Semideus School game, a teacher (teacher refers also to the administrators of the school) must register each child (student) and obtain a game access code for him/her. In the registration process, a teacher will be asked to provide information about himself/herself, including an email address and the school where he/she is working. Thus, in order to play the game children do not provide or disclose any personal information that can be used to trace the exact person. Registration is not needed to play the Semideus Matikka game. If a player wants he or she can provide genre and age information.
Non-personally identifiable playing data is used for improving the game and for research purposes. We may share aggregated, non-personally identifiable playing performance data publicly, including with student’s teacher, research partners (TUT Game Lab), or the press in order to, for example, demonstrate how our game is used and to study how effective the game is. The school under which the student registered has a possibility to use the data for assessment purposes.
If you are a child who is signed up for the Semideus School game, you should understand that your teacher, the school administrator, our game development team, and researchers from TUT Game Lab (Tampere University of Technology) can view the information associated with your account. There are no ads in our game and we do not share your information for marketing purpose. We do not currently have any social media services integrated into the game.
Our game comply with the Children’s Online Privacy Protection Act (“COPPA”). We don’t knowingly collect personal information from children under the age of 13 years old. If a user is identified as under 13 years old, we will not collect or use any personal information of this user and we will delete any information already received in a secure manner.
Currently we do not regularly delete the anonymous player data that we collect. We analyze our database to identify player performance trends that can contribute to improving the quality of the game and to understand playing patterns that most effectively improve math proficiency.
You may ask us to delete any information about you at any time by contacting us:
If you need further assistance, please send an e-mail with your questions or comments to kristian.kiili(@)flowfactory.fi