Gaming & Gamification


Global Education Gamification Market to Grow 66.22% Through 2020

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.

Toys, Education Companies Invest $24 Million in Mobile Gaming Startup

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.

E-Learning Market Expected to Experience Major Growth Over Next Five Years

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 Debuts Game for Common Core Test Prep

Cleverywhere has launched a new game, ThemePark, designed to help students improve their scores on standardized tests.

New Documentary Explores Impact of Mobile Devices on Teens' Lives

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.

South Dakota College Students Use Pokemon Go to Teach STEM to Fourth Graders

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.

NJ School District Implements Personalized, Game-Based Learning

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.

Minecraft: Education Edition Now Out in Full Release

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."

Triseum Unveils 3D Game That Teaches Calculus

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.

Global Classroom Display Market Expected to Grow 30% by 2020

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.

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