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Game-Based Learning Gains Steam in Higher Education: Triseum Raises $1.43 Million to Transform Educational Experiences for Students

EdNews Daily

million, on the heels of their official market launch and initial game release due June 1st, 2016, raising the total investment to nearly $2 million. Triseum has grown to over thirty staff, incorporating former Texas A&M University students, professors and leading experts in game development from around the country.

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Top 8 Advantages of an Interactive STEM Curriculum

Kitaboo on EdTech

What is STEM? The acronym STEM stands for Science, Technology, Engineering, and Mathematics. More recently, arts were added to this educational model, as educators believed that art and creativity play an important role in the understanding of the former subjects in the STEM Curriculum , thus changing the acronym from STEM to STEAM.

STEM 90
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Top 10 K–12 Educational Technology Trends

techlearning

2 Mobile Devices —Mobile devices in education can be controversial. Proper implementation and monitoring are essential to ensure a beneficial learning experience. has proven to be an invaluable asset in K–12 education. This provides diverse possibilities for robotics in K–12 education.

Trends 84
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Age of Learning’s Latest Is a $100 Million Educational Game

Edsurge

How much does it cost to build educational games with all the flair and polish of their commercial counterparts? $10 The game, publicly available today, works on web browsers and iOS and Android mobile devices. Creating a game that is both educational and entertaining is not for the faint of heart—or capital.

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EdTech that “Sparks Joy”

Neo LMS

Teachers using the NEO LMS platform can use a host of nifty tools to really make learning accessible, self-paced and fun. Micro-learning options and full mobile integration mean students can learn on-the-go, as well as opt for quick-learning modules to study when they have a quiet moment. Parsons et al.

EdTech 223
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6 tips to help start an elementary esports program in your school

eSchool News

In one year, I shifted from being an educator who didn’t value an expanded role of video games in schools to a teacher developing an elementary esports curriculum, running multiple esports summer camps, and developing an elementary esports after school club. I teach an elementary STEM class called iCreate in South Haven Public Schools.

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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The Online Learning Consortium (OLC), one of the 12 partner organizations of Every Learner Everywhere, was charged with identifying and understanding innovations in the digital education landscape. To those working in higher education, some of the trends presented by the team may not have come as a surprise.

Trends 202