Gaming & Gamification


Middle and High School Students Awarded for National STEM Video Game Challenge

The 2017 National STEM Video Game Challenge has selected 23 students to receive $1,000 each for their orginal video games and design concepts. Since 2010, the competition has worked to boost student interest in STEM (science, technology, engineering and mathematics) through game design, while promoting collaboration, critical thinking and problem-solving.

Social VR Platform AltspaceVR Says Goodbye

With around 35,000 active monthly users, AltspaceVR is shutting down due to financial difficulty.

Codeverse, an Interactive Coding Studio for Kids, Opens in Chicago

Codeverse, which bills itself as the world’s first interactive classroom and technology platform designed to teach coding to kids 6 to 12, officially opened its flagship studio in Chicago today.

Crayola Launches CreatED — PD for Educators with Focus on Arts

Crayola, the crayon and coloring company, has launched its first professional development (PD) and learning program for teachers, called creatED.

Kahoot! Adds $10 Million in Funding, Launches Mobile App

Kahoot!, the popular game-based learning platform, has added $10 million of funding to its series A financing round, the company said Wednesday. A group of new private investors from Norway, where Kahoot! is based, led this series A extension funding round, joining current investors Microsoft Ventures, Creandum and Northzone.

FBI Issues Warning on Internet-Connected Toys

The FBI has issued a consumer notice warning that internet-connected toys could pose a privacy and contact threat to children, because of the large amount of personal information that may be unknowingly revealed.

Prodigy Releases Free ‘Big Resource of Math Word Problems’

Prodigy, a mathematics gaming company, recently made 120 examples of math word problems for students in grades 1-8 available to teachers at no cost.

Educational Toys Market Expected to Grow 10 Percent through 2021

The global educational toys market is anticipated to grow at a compound annual growth rate (CAGR) of close to 10 percent from the present to 2021, according to a recent report by market research firm Technavio.

Report: Millennials and Generation Z are Changing Media Habits

Millennials say they’re watching more videos and spending more time on social media, but they are not necessarily decreasing their attention to other media. However, a recent study states that younger internet users, the so-called Generation Z (ages 13 to 17), are moving away from text-based content online, as well as television, while increasing their time with video and social media.

Nonprofit Mouse Launching STEM Courses, Teaching New Tech Skills

Mouse, a New York-based nonprofit, is launching a handful of STEM courses this fall, aimed at teaching students new skills based on cutting edge technology.

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