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

Edsurge

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. The first word in GlassLab’s name stands for games, learning and assessment). middle-school market.

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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. She co-founded the institute in 2007 and served as its executive director through 2013. left in 2013 (but retained her board position).

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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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How to Play: Models for Game-Based Learning #SXSWedu

EdTechSandyK

Notes from a panel session at SXSWedu 2013 [link] Teaching is a complex undertaking. Learning is a deep challenge. How do we approach game development and what role does it have in learning? Play is fundamental to how we learn. Build the game around that. Who are students and teachers in 2013?

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KyEdRPG Spotlight: Chad Collins and "The Academy"

Adam Watson Edtech Elixirs

Chad Collins has been with Spencer County Public Schools (KY) since 2013, first as a middle school social studies and ELA teacher, and currently as the campus Gifted and Talented Teacher for Spencer County Middle School (SCMS) as well as Spencer County Elementary School.

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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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Classcraft Raises $7.5 Million to Turn Classrooms into Collaborative Adventure Games

Edsurge

Quest objectives include reading chapters in the textbook, and students can complete formative assessments in the form of “battles.” It becomes relevant to them when you turn your class into a game,” says Isaacs, a 50-year-old teacher at William Annin Middle School and Ridge High School in Basking Ridge, N.J. The Classcraft dashboard.

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