GameSalad has introduced its STEM-based education initiatives, reaching more than 6,700 students.
A new guide book aims to help adults better use technology with young children and assist them when they are using digital products. “Family Engagement in the Digital Age: Early Childhood Educators as Media Mentors” (Routledge, 2017) features case studies, best practices and helpful hints in chapters written by 25 of the country’s influential early childhood thought leaders.
A summer-time enrichment experience for high schoolers at Penn State has taken on a heightened level of excitement with the use of the same development toolset behind the global phenom Pokémon Go.
- By Dian Schaffhauser
Galxyz, a company that develops game-based science education apps for elementary school students, has partnered with Popular Science to launch a new co-branded microsite featuring Galxyz's intergalactic science adventure game, Blue Apprentice.
Social game developer Zynga released a free, educational version of Words With Friends for iOS, Android and online use.
Zaniac, a national, after-school STEM franchise that utilizes robotics, Minecraft, 3D printing and computer programming, will debut its first Kentucky campus this fall in Louisville.
Technavio, a London-based technology research firm, has determined what it assesses are the most important trends expected to impact the learning management systems (LMS) market in the United States from 2016 to 2020.
Two audio visual supply companies jointly gave 70 headsets to Denver area schools in an effort to boost the schools’ use of game-based learning.
Desire2Learn, or D2L, today launched the Summer16 release of Brightspace, its popular cloud-based learning management system, with a new user interface optimized for mobile devices.
With the help of a virtual reality game their professor created, some students at Cornell University have gathered evidence that interacting with other people in a game-playing atmosphere may help them learn more.