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GlassLab Set Out to Prove Games Could Assess Learning. Now It’s Shutting Down.

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-based nonprofit that owns GlassLab’s assets. Launched in 2012 with a three-year, $10.2 million grant from the Gates Foundation and MacArthur Foundation, GlassLab aimed to prove that educational games could be just as fun as their mainstream titles, and serve as reliable formative assessment tools. middle-school market.

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Digital Game-Based Learning in Higher Ed Moves Beyond the Hype

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Are digital games viable tools for creating effective online teaching and learning environments in higher education, and, if so, is anyone using them? You really have to be effortful and thoughtful, and that is the promise and the pitfall of digital game-based learning.”. Muzzy Lane’s Practice Series.

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

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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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The Games Art Historians Play: Online Game-based Learning in Art History and Museum Contexts

ProfHacker

That listserv discussion suggested there exists considerable confusion about what game-based learning is, so my goal here is to address that practical need. To begin with some definitions, game-based learning differs from gamification in several important ways. Please share in comments! ”

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Making Video Games for Higher Ed Requires Major Investment. Is It Worth It?

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For higher education, with smaller potential audiences and student outcomes at stake, companies are debating whether return on investment is there for game-based learning experiences. According to a 2013 report by Ambient Insight, the worldwide game-based learning market in higher education is expected to grow to more than $46.1

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?Updates, Upgrades and Overheard: What Was Unveiled at ISTE 2017

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Upgrades also include Smarty Ants Español, a program designed to help K-2 Spanish-speaking students learn how to read in Spanish. the game-based learning platform, is going mobile. Think of it like a Flipboard for students, but aligned to students’ lexical level. WHO GIVES A KAHOOT?: According to Erik C.

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Game On: How Four Community College Professors Spawned the CUNY Games Network

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Borough of Manhattan Community College (BMCC) started collaborating on game-based learning (GBL) in developmental math and writing instruction in the mid-2000s, they had no idea what they were setting in motion. The CGN also has hosted three increasingly well-attended conferences, called the CUNY Games Festival.