article thumbnail

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

EdNews Daily

André Thomas, CEO of Triseum and former Head of Graphics for EA Sports Madden Football, brings gaming to new heights on university campuses combining rigorous learning and resources with state-of-the-art graphic design. When Education Game Development Is Done Right, It Works. Triseum announces new funding round of $1.43

article thumbnail

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

eSchool News

Charlotte, NC – Discovery Education, the Caterpillar Foundation, and Learning Undefeated today announced the launch of a new education initiative – Innovation at Play. Classroom activities, play-inspired lessons, and phenomena-based videos exemplify how curiosity drives STEM solutions while empowering students to learn by doing and seeing.

STEM 96
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

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.

Video 60
article thumbnail

The Science Behind Spatial-Temporal Math

MIND Research Institute

A new white paper published by MIND Research Institute, “ Spatial-Temporal Math: Underlying Scientific Concepts and Mechanisms ,” explores the concept of spatial-temporal learning, and describes the design concepts and mechanisms behind MIND’s award-winning ST Math program. Spatial-Temporal Game-based Learning.

article thumbnail

#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.

article thumbnail

#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.

article thumbnail

#40years of educational technology: Social media

Learning with 'e's

I first started working in the field of educational technology in January 1976, at a time when technology was used more for teaching than it was for learning. Social media lend themselves naturally to support learning through discussions, collaboration and sharing. They also have the capacity to support personal learning.