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

Marketplace K-12

In 2015, 47 percent of K-12 teachers and almost two-thirds of K-5 teachers reported using game-based learning environments in their classes, up from 23 percent of K-12 teachers in 2010. T he 2015 Speak Up survey findings are the latest in a series of reports released each year by the Irvine, Calif.

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Implications of the 2012 NMC Horizon Report for 21st Century School Leaders

The 21st Century Principal

This reminder is the 2012 NMC Horizon Report K-12 Edition ( You can download it here. This report is a snapshot review of trends that have the greatest potential to disrupt and shape education in the next five years. Here''s what the 2012 NMC Horizon Report outlines as the technologies closest to adoption in our schools.

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

Edsurge

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.

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

Edsurge

Last week, GlassLab , an online portal for educational games, announced that it will be sunsetting its platform on Dec. based nonprofit that owns GlassLab’s assets. Launched in 2012 with a three-year, $10.2 For an annual subscription, a class can get access to any games on the platform, along with GlassLab’s reporting tools.

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

Edsurge

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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