Author Offers Real-world View of Bringing Games into the Classroom
If you want your game to be used in a classroom it would be handy to talk to Matthew Farber for a while. The New Jersey middle school teacher has… 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 »
If you want your game to be used in a classroom it would be handy to talk to Matthew Farber for a while. The New Jersey middle school teacher has… more »
You’ve probably heard all the buzzwords: inquiry- or project-based learning, blended classrooms, gamification, play, etc. Whether the cheerleaders shout “21st Century Skills,” “Character Education,” or “Entrepreneurship,” it is clear that… more »
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.
The Federal Communications Commission voted Thursday to approve a tax increase that will generate $1.5 billion more each year on technology for the nation’s schools and libraries. School leaders, technology… more »