The Merging of Entertainment Games and GBL
In the third of her series on the state of the learning game industry, Sande Chen explores how learning game and entertainment developers are increasingly hard to tell apart and why that is a good thing.
Through coverage of the market, research and up-to-date analysis, Games and Learning reports on the opportunities and challenges facing those seeking to unlock the educational power of games. more »
Special research reports
In the third of her series on the state of the learning game industry, Sande Chen explores how learning game and entertainment developers are increasingly hard to tell apart and why that is a good thing.
The growth in using digital games in the classroom comes as many educators and administrators are also looking for new ways to gauge student understanding and mastery of issues – generally called assessment.
We have an early look at some of the interesting data coming out of a larger report on teacher attitudes around the use of games in the classroom. The numbers hint at wider use of games in the classroom and indicate teachers see the real benefit of games in helping low-performing students.