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

Marketplace K-12

The number of American teachers using games in classrooms–particularly with younger students–has doubled over the past six years, according to a large survey released last week that measures national ed-tech use. based nonprofit Project Tomorrow. The videos appeal to students because they.

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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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Riddle- Create Interactive Quizzes, Surveys, and Polls

Educational Technology and Mobile Learning

Riddle is a simple and easy to use quiz maker that allows you to create a wide variety of interactive quizzes, surveys, and polls. You can either use ready-made quiz templates or build your own quiz.read more.

Survey 135
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How to Roll Out Game-Based Learning—and Boost Engagement—in Your Classroom

Edsurge

When Vadim Polikov—my childhood friend and a successful entrepreneur—approached me with a game-based learning business idea in the summer of 2015, I jumped at the idea. . Many of the teachers described the games as “transformative.”. Check out our list of 31 game-based learning resources for educators.

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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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Where Schools Need to Focus Their Ed Tech Efforts

EdTech Magazine

A recent survey found hidden costs from implementing ineffective technology solutions can be as high as $220 per student. . Authors speculate that these results point to an interest among high-performing schools to shift education programming toward student-centered pedagogies , which give students more control over their learning. .

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Can Designing Video Games Help Kids Gain Hard and Soft Skills?

Edsurge

Why video games? And some research backs up his theory: according to a Pew Research Center survey , 84 percent of surveyed teens said they have or have access to a game console at home, and 90 percent said they play games either on a cell phone, computer, console or cellphone.

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