“Trial Period” Fuels Magikids’ Business, Development Cycle
Finding the right balance in an app aimed at kids and hoping to encourage curiosity or learning is hard enough, answering the business strategy question can be even harder. A… more »
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 »
Finding the right balance in an app aimed at kids and hoping to encourage curiosity or learning is hard enough, answering the business strategy question can be even harder. A… more »
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.
In part two of her series, Possible World’s Katherine McMillan Culp offers some insight into how teachers use digital games and why the way they use them should factor in how games are designed.
This week we begin a three-part series from the folks behind Possible Worlds, a digital game initiative aimed at improving middle school students’s understanding of science. In part one the project’s principal investigator examines the core ideas that drove their development process.