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IXL Learning Acquires ABCya, Expands Game-Based Learning Offerings

techlearning

Today, IXL Learning , the K-12 personalized learning platform, announced it has acquired ABCya , the creator of more than 400 educational computer games and apps for kids. Since 2004, ABCya has provided students from pre-K to 5th grade with access to hundreds of educational games and apps. MathBINGO : With more than 1.3

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Big Jump in Use of Games, Videos in K-12 Schools, Survey Finds

Marketplace K-12

The number of American teachers using games in classrooms–particularly with younger students–has doubled over the past six years, according to a large survey released last week that measures national ed-tech use. Connect what they are learning to the real world (54 percent). Fit their learning styles (53 percent).

Survey 273
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It’s Game Over for the Institute of Play. But Its Legacy Lives On.

Edsurge

The news came as a surprise to educational game developers and researchers, many of whom credit the Institute of Play for supporting and growing the game-based learning industry. It has published research and games, facilitated trainings and workshops, and even designed schools. educational institutions.

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SplashLearn Raises $18 Million in Series C Funding Round From Owl Ventures & Accel

eSchool News

SplashLearn, the US-headquartered learning company began 2021 on a high note raising $18 million in Series C funding round led by Owl Ventures. San Francisco based Owl Ventures is the largest edtech sector-focused venture capital firm in the world. SplashLearn was incorporated in 2010. About SplashLearn.

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This Standing-Room-Only Class Features Music Videos, a Gaming App and. Breathalyzers

Edsurge

He has been named a Master Educator by Course Hero , an education technology company that produced a short film on Garg, who is now one of three finalists for the Robert Foster Cherry Award for Great Teaching bestowed by Baylor University. This is technology from the early 1900s. But in 2010 that was not the norm.

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Survey: Teachers now use twice as much gaming and video in the classroom

eSchool News

The national report, From Print to Pixel: The role of videos, games, animations and simulations within K-12 education , reveals that in 2010, only 23 percent of surveyed teachers said they used games, compared to 48 percent of those surveyed in 2015. How are students self-directing learning beyond the classroom?

Survey 40
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Games for girls

Learning with 'e's

A 3rd year research assignment by one of my students Lucy Kitching (which I subsequently collaborated on and helped her re-write for publication) has appeared in the current issue of the prestigious and highly accessed online open access journal European Journal of Open, Distance and E-Learning. Congratulations Lucy! Unported License.

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