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

eSchool News

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. SplashLearn, formerly Splash Math, creates engaging learning experiences built to transform children into fearless learners. SplashLearn was incorporated in 2010.

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Digital learning futures

Learning with 'e's

Digital Learning Futures View more presentations from Steve Wheeler As I write this blog post, the above slideshow has received almost 18,000 views in just 48 hours since it was posted up onto Slideshare. Here's to all the possible futures of learning! Posted by Steve Wheeler from Learning with e's. Unported License.

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Top 100 Sites/Apps of 2014

Technology Tidbits

As w/ the previous year''s list, more and more mobile apps are making the list as mobile learning continues to be the rising trend in education. However, that''s not to say that there isn''t a good amount of websites and Learning Management Systems showing up as well. iPads/Chromebooks). . iPads/Chromebooks).

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K-12 Dealmaking: McGraw-Hill Ed. and Cengage Make Acquisitions

Marketplace K-12

In recent dealmaking news, McGraw-Hill Education acquired Redbird Advanced Learning, LLC, a digital personalized learning company; in addition, educational content company Cengage acquired WebAssign. Raises $10 Million: Game-based learning platform Kahoot! Terms of the deal were not disclosed.

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Alabama Department of Education Gives Students Free Summer Access to Fuel Education Solutions

techlearning

Herndon, Virginia, May 22, 2018 — To keep students actively learning over the summer and to help prevent summer learning loss, the Alabama State Department of Education (ALSDE), with the help of Fuel Education® (FuelEd®), is launching its sixth annual Alabama Summer Learning Challenge.

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Google continues its classroom climb

eSchool News

classrooms and is becoming an increasingly popular choice for computers, while Apple’s iOS platform holds the lead on mobile devices, according to a new survey from game-based learning provider Kahoot! Mobile use dropped 2 percent, while computer use increased to 46 percent–a 6 percent jump from last year.

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Learning Revolution Free Events - Great, GREAT Keynotes - MiniCon - ISTE Unplugged! - Striving for Failure?

The Learning Revolution Has Begun

Tuesday, April 22nd at 1pm CoSN - Smart Education Networks by Design , New advances in technology, including mobile devices, are making it possible for students to learn anytime, anywhere and to experience personalized learning. How does your library manage digital collections? Is your library mobile friendly?

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