Inside Kiko Labs: Part I of a Case Study
In the first in a series of company case studies, we examine the small start-up Kiko Labs and their design process and work in the Co.Lab accelerator ahead of the launch of their first game, Thinking Time.
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 »
The technology and platforms available for those building educational games continues to evolve. This section will report on the the latest opportunities and challenges facing those making learning games.
In the first in a series of company case studies, we examine the small start-up Kiko Labs and their design process and work in the Co.Lab accelerator ahead of the launch of their first game, Thinking Time.
When discussion of assessment comes up around learning games it often focuses on gauging student understanding of a subject, but for Derek Lomas is it is a design concept and… more »
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.
In the last of her reports on the development of the Possible Worlds games, Katherine Culp explains why they decided that these games would not be built to assess student performance — on why they wanted to create games that kids could play rather than requiring and testing for learning.