Gaming & Gamification


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.

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.”

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