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.
Did you know that Pikachu, Squirtle, Eevee and Mewtwo can help teach science, technology, engineering and math (STEM) concepts to elementary school kids? The popular Pokémon Go characters are part of a project at Dakota State University (DSU) in Madison, SD. Juniors in a technology in education class used the smartphone-based augmented reality game late last month to teach local fourth graders concepts such as photosynthesis, gravity and the transformation of electricity.
Mount Holly Township Public Schools has adopted Stride, a new, personalized, game-based learning solution from Fuel Education, for the district's elementary school students.
The full version of Minecraft: Education Edition is now available. The latest edition adds new features not seen in the preview release, including a "Classroom Mode."
A Texas-based education gaming company founded through the LIVE Lab at Texas A&M University unveiled a new game focused on calculus at Educause 2016.
The global classroom displays market is expected to grow at a compound annual growth rate of 30.04 percent during the period 2016-2020, according to a new report by Dublin-based firm Research and Markets.