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

Edsurge

Around this time, learning scientists picked up on the educational potential of gaming and began running research studies, largely with National Science Foundation (NSF) dollars. This was before large game studios consolidated the market, and small companies like Broderbund, MECC, Maxis and the Learning Company thrived.

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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. Currently the ARTé: Macenas game sells to students for $19.95 Enter Textbook Publishers. For example, W.W. million in 2012.

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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Carmen Sandiego Is Back. But Can She Fix America’s Geography Woes?

Edsurge

That makes it especially valuable to an education company like HMH, which is best known among teachers and students as a textbook publisher. The gamified history that ‘Carmen Sandiego’ does is kind of cool to grab their attention and then you can build on that knowledge.” Physical geography is important,” Keller says.

History 166
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5 Favorite Activities to End the School Year

Ask a Tech Teacher

These are game-based learning where students strive to type fast so they can beat an opponent. Have students type a school project (such as a book report or essay) while paying attention to keyboarding skills. This blends typing skills with real-world examples of why they learn to keyboard. Cyberbullying.

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?Meet Intel Education Accelerator’s Newest Cohort of EdTech Visionaries

Edsurge

This year’s cohort, whose products range from game-based learning to AI-generated flashcards, has a lot to be excited about. What originally began as an online tool for history students to build free virtual timelines soon caught the attention of teachers and big media organization like BBC.

Education 152