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IXL Learning Acquires ABCya, Expands Game-Based Learning Offerings

techlearning

Notable games and apps from ABCya include: Pecking Order : Featuring whimsical penguins, owls, parrots and more, this game challenges students to practice number values with fractions, percents and decimals. 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. Technology in Education: An Overview. Why Ed Tech Is Not Transforming How Teachers Teach.

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. There was a golden era for funding games and learning from the mid-2000’s to the mid-2010’s,” says Tekinba?.

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

eSchool News

SplashLearn was incorporated in 2010. SplashLearn is a game-based learning program that intelligently adapts to each child’s learning ability and helps them master skills at their own pace. “We Owl Ventures is the largest venture capital fund in the world focused on the education technology market with over $1.2

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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.

Survey 40
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Games for girls

Learning with 'e's

Here is the title and abstract: Playing Games: Do Game Consoles have a Positive Impact on Girls’ Learning Outcomes and Motivation? Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Unported License.

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