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Game-Based Learning Gains Steam in Higher Education: Triseum Raises $1.43 Million to Transform Educational Experiences for Students

EdNews Daily

million, on the heels of their official market launch and initial game release due June 1st, 2016, raising the total investment to nearly $2 million. Triseum has grown to over thirty staff, incorporating former Texas A&M University students, professors and leading experts in game development from around the country.

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Discovery Education, Caterpillar Foundation, and Learning Undefeated Launch New Initiative to Inspire Next Generation of STEM Professionals

eSchool News

Best known for its fleet of traveling STEM laboratories, Learning Undefeated’s flagship STEM education program has prepared more than 1.5 million K-12 students for STEM careers since 2003, through hands-on content exploration, game-based learning, summer camps, and talent development programs.

STEM 96
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The Science Behind Spatial-Temporal Math

MIND Research Institute

ST Math does not implement a "teaching by telling" approach but instead facilitates a "learning by doing" method. Spatial-Temporal Game-based Learning. ST Math's educational content is conveyed in a game-like format. Children’s Perspectives on Mathematics and Game Playing. & Wang, S. SRI International.

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What Video Games Like Doom Teach Us About Learning, According to GBL Guru James Paul Gee

Edsurge

The Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University has been playing video games for four hours every day since 2003, solving puzzles and battling bosses in games such as Doom, Darksiders 2 and Uncharted 4. Gaming actually celebrates failure rather than punishing it.

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#40years of educational technology: Games

Learning with 'e's

By the end of the first decade of this new century, participatory elements of the Web had consolidated their hold, and the social technologies - social media, social games, social networks - were gaining momentum. It is the century, according to Zimmerman ( source ) where playfulness and gaming will define the era. Unported License.

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#40years of educational technology: Games

Learning with 'e's

By the end of the first decade of this new century, participatory elements of the Web had consolidated their hold, and the social technologies - social media, social games, social networks - were gaining momentum. It is the century, according to Zimmerman ( source ) where playfulness and gaming will define the era. Unported License.

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Helping Others Along – Motivation Theory and the SAMR Model

techlearning

A teacher’s efficacy belief is a judgment of his or her capabilities to bring about desired outcomes of student engagement and learning.4 Pursuing a “sense of success”: New teachers explain their career decisions, American Educational Research Journal 40 (3) (2003), pp. New York: Free, 2003. & Birkeland, S.E. & Hoy, A.W.