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Reflections on 50 years of Game-Based Learning (Part 3)

Edsurge

More than 50 years after Don Rawitsch introduced Oregon Trail in his eighth grade class, the debate continues : Can games become a legitimate tool for learning? Proponents of game-based learning have good reason to be optimistic—but also cautious. Making games cultivates a range of hard skills (e.g.

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Reflections on 50 years of Game-Based Learning (Part 2)

Edsurge

Here, the gulf between games for entertainment and games for impact widened significantly. Triple-A titles and companies like Activision, Blizzard and Electronic Arts came to dominate the talent and capital markets. Many digital artists who were learning enthusiasts migrated to the app world instead of games.

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How Research-Informed Games May Result in Deep Learning Experiences

Edsurge

Games can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL).

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Making Video Games for Higher Ed Requires Major Investment. Is It Worth It?

Edsurge

For higher education, with smaller potential audiences and student outcomes at stake, companies are debating whether return on investment is there for game-based learning experiences. Triseum's ARTe: Macenas immerses students in art history. Currently the ARTé: Macenas game sells to students for $19.95

Textbooks 163
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K-12 Tech Innovation News

eSchool News

These devices and tools empower teachers to create engaging lessons, fostering a more interactive and collaborative learning experience. The proliferation of educational apps and online resources has expanded learning beyond the confines of textbooks. This information can inform instructional strategies and interventions.

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GlassLab Set Out to Prove Games Could Assess Learning. Now It’s Shutting Down.

Edsurge

Since the days of “Oregon Trail,” educational games have teased at the possibility that learning in school can be freed from the doldrum of textbooks and tests. So if games are fun, and learning should be fun, doesn’t it behoove the education and gaming industries to join forces?

Learning 163
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Classcraft Raises $7.5 Million to Turn Classrooms into Collaborative Adventure Games

Edsurge

Quest objectives include reading chapters in the textbook, and students can complete formative assessments in the form of “battles.” In the first “episode,” which Classcraft released in April, students learn about the value of relationships through a story about about tribes in search of a mystery tower’s secrets.

Textbooks 166