Dec 30, 2014
We have spent the last year reporting on a lot of developments affecting the learning game industry — from the purchase of Minecraft by Microsoft to the launch of SimCityEDU to the growing phenomena of Clever. With 2014 drawing to a close, we thought we would highlight a few of the key trends we have seen emerging this last year.
Dec 10, 2014
A major new report offers some important insights into when and why teachers use digital games to assess student understanding of lessons. The report, from A-GAMES (which is easier to… more »
Dec 4, 2014
A new report highlights that spending on digital testing and assessment tools neared $2.5 billion in the academic year 2012-13. The report, published by the education division of the Software… more »
Nov 19, 2014
One of the themes that emerges from the recently published guide to using games in the classroom is that for it to work games need to be welcomed and championed… more »