Minecraft Education Edition this week hit version 1.0, adding several new features to the school-focused version of the world building game.
Microsoft has unveiled new Windows 10 devices designed to compete with Chromebooks on price; an update to Minecraft for Education; and a new tool for managing classroom devices, Intune for Education.
Virtual reality and robotics will become widely adopted in education in the next two to three years, and wearable devices are expected to become mainstream in the education space over the next four to five years, according to a recent report published by the New Media Consortium and the Consortium for School Networking.
Octopus, an up-and-coming smartwatch for children aged 3-8, has raised nearly $1 million on Indiegogo, an international crowdfunding website.
BrainStorm STEM Education has launched Python Temple, a new course intended to teach students how to program using Minecraft and Python.
The global education gamification market is expected to grow at a compound annual growth rate of 66.22 percent from 2016 through 2020, according to a new report by Dublin-based market research firm Research and Markets.
A startup that builds interactive iPad games for its flagship gaming accessory that enables learners to “play beyond the screen” has received additional funding to bring some of its games to iPhones and introduce more character-driven content.
The e-learning market is predicted to experience significant global growth over the next five years, largely driven by advances in technology, evolving business needs and a number of emerging learning and development trends, according to Docebo’s newly released research report, “E-Learning Market Trends and Forecast 2017-2021.”
Cleverywhere has launched a new game, ThemePark, designed to help students improve their scores on standardized tests.
A new documentary explores the impacts smartphones and other mobile devices are having on teenagers and their social, emotional and psychological lives. “Screenagers: Growing Up in the Digital Age” examines the impact of screen technology on kids and offers parents practical solutions that can work.