Gaming & Gamification


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.

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.

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