FETC is partnering with Learning Games Network and BrainPop to offer a free day of professional development to help educators from across the country innovate through the use of games.
- By Christopher Piehler
Games can help keep students engaged in learning, whether in school or at home.
Grants will be used to purchase iPads and e-books, host Minecraft in Education events, develop new digital curriculum and teach students about local economy and commerce.
Sales of gaming consules are up, according to a new market forecast from International Data Corporation, which predicts that shipments in 2013 will top the approximately 33 million units shipped in 2012, bringing an end to a four-year downturn for the market segment that began in 2009.
Today's sophisticated digital games are engaging students and conveying hard-to-teach concepts like failure and perspective. So why aren't more classrooms playing along?
- By Dian Schaffhauser
Ten Los Angeles Universal Preschool sites will begin using a game-based math program to help students from low-income families build a foundation for math.
Joel Klein is heading up News Corp's new education division, Amplify. He shares his vision on education, 1-to-1, learning analytics, the MOOC phenomenon, and more.
Amplify has unveiled a selection of more than 30 educational games designed to help middle school students with English language arts and STEM (science, technology, engineering, and math) skills.
The United States Department of Education (ED) has overwhelmingly favored educational gaming in its annual Small Business Innovation Research (SBIR) contract awards. This year, 12 of the 20 awards went to educational game and game-related projects.
Houghton Mifflin Harcourt aims to expand its educational game offerings for young learners with its acquisition of Tribal Nova.