Dig-It! Games has released a new version of its free history app for iOS devices, Roman Town.
Based on lessons from Common Sense Education's K-12 Digital Literacy and Citizenship Curriculum, Digital Compass addresses cyberbullying, privacy and security, creative credit and copyright, information literacy, Internet safety, digital footprint and reputation, self-image and identity, relationships and communication.
Score one for gamers. An experiment at Brown University has found a correlation between people who frequently play video games and their ability to retain learning about two quickly learned visual activities.
McGraw-Hill Education has unveiled a new version of Building Blocks, its supplemental math program, with 50 percent more games, iPad accessibility and increased support for Common Core and state standards through grade 8.
Every March 14, math fans celebrate Pi Day, but this Saturday will be numerologically unique. On March 14, 2015, at 9:26:53 A.M. and P.M., the date and time will reflect the first 10 digits of π.
Sandra Abrams, a St. John's University professor and expert on the use of video gaming in learning environments, talks about the incorporation of video games in the K-12 classroom.
The Woodrow Wilson National Fellowship Foundation has started a program to give free professional development to social studies and civics teachers in the use of games, play and digital tools.
A joint study on game-playing in K-12 has found that educational game developers could improve the learning impact by making a few changes.
Art and creative expression have an interesting way of weaving in and out of classrooms, offering students the opportunity to explore their own ideas and minds. Video games are no different, and while most of the discussion about their use in classrooms centers on play, the benefits of designing games in the classroom can extend far beyond entertainment and even programming.
- By Lisa Castaneda, Manrita Sidhu
A new online multiuser game — the first of two developed by two universities and NASA — is designed to help persuade middle and high school students to immerse themselves in science.