Gaming & Gamification


San Francisco High Schoolers Tap AR to Tackle Environmental Issues

In the city that has been leading the fight to slow climate change, students will soon spend class time using an augmented reality (AR) game to figure out how to reduce greenhouse gas emissions.

Ohio Competition Takes Students Inside Advanced Manufacturing

The MakerMinded digital platform will connect Ohio students to advanced manufacturing learning experiences. Teachers and students can participate in STEM-related activities, while competing against other participating schools.

Chinese Robotics Startup Wins Two Awards for Excellence in Product Design

Makeblock, a DIY and STEM education robotics construction company, has received the Red Dot Award 2017 for product design for two products: Airblock, a modular and programmable drone designed for STEM education; and Neuron, a programmable building blocks platform that teaches kids gadget building.

STEM-Mobile Tours Maryland High Schools

The largest mobile STEM lab of its kind in the country will be touring Maryland schools to help drive student interests in STEM. The Mobile eXploration Lab, or MXLab for short, will deliver hands-on biology, chemistry, environmental science and other STEM experiences to high schoolers.

NYC High Schoolers Convert Math Work into Donations

High school students in New York have figured out a creative way to help feed city residents in need. Students attending schools that are part of the city's "Renewal Schools" program can convert their work in solving math problems into points that are turned into donations.

Minecraft Education Edition Expands World, Adds Accessibility Features

Minecraft Education Edition this week hit version 1.0, adding several new features to the school-focused version of the world building game.

Microsoft Unveils New Devices for Schools, Intune for Ed, Minecraft Ed Updates

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.

Report: Wearable Devices Expected to Become Mainstream in Education in Next 4-5 Years

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.

Children’s Smartwatch Crowdfunds Nearly $1 Million

Octopus, an up-and-coming smartwatch for children aged 3-8, has raised nearly $1 million on Indiegogo, an international crowdfunding website.

STEM Company Launches Minecraft Adventure Course to Teach Python

BrainStorm STEM Education has launched Python Temple, a new course intended to teach students how to program using Minecraft and Python.

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