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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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#40years of educational technology: Games

Learning with 'e's

This combination was not only the mainstay for entertainment and commerce, it also became the technological touchstone for many courses and programmes of study. Sadly, much of education has been slow to exploit the potential of social technologies, and in particular has not grasped the huge potential of social games.

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#40years of educational technology: Games

Learning with 'e's

This combination was not only the mainstay for entertainment and commerce, it also became the technological touchstone for many courses and programmes of study. Sadly, much of education has been slow to exploit the potential of social technologies, and in particular has not grasped the huge potential of social games.

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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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#40years of educational technology: Social media

Learning with 'e's

Previous posts in this series tracked the development of educational technology over 40 years. 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. They also have the capacity to support personal learning.

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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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Helping Others Along – Motivation Theory and the SAMR Model

techlearning

As innovators and early adopters of emerging technology we often find ourselves in the situation to help our colleagues. How do we best help them to understand the value of new technology and how it might benefit their students lives (rather than how might it help my fit into their classroom).