Technology in School

GAMING

How games and game-inspired mechanics can engage students, spur motivation and support learning.


Triseum Releases Calculus Game at EDUCAUSE
LEARNING LIMITS: Texas education gaming company Triseum has launched a game focusing on calculus. Variant: Limits was announced at the EDUCAUSE conference this week, and the game aims to take students through tough calculus topics through an immersive 3D world. Players interact with objects and obstacles throughout the game by applying calculus principles and theories, like limit laws and the intermediate value theorem...
Minecraft: Education Edition Goes on Sale Nov. 1
A WHOLE NEW MINECRAFT WORLD: Minecraft’s education edition is going on sale Nov. 1, and it comes with a Classroom mode and several new game features. The game costs $5 per user each year (or through licensing for the district), and the Classroom mode will offer a new interface for educators to manage world settings, give student items or teleport them and chat with them...
Survey: 47 Percent of 4 to 13-Year-Olds Game Everyday
ARE YOUR KIDS OBSESSED WITH GAMING? How many hours is too much? A new survey from the Joan Ganz Cooney offers some benchmarks: based on responses from nearly 700 parents, 47 percent of 4 to 13-year-olds play digital games everyday. One-third of them spend 30 to 60 minutes in a typical play session...
The Rapidash to Praise Pokémon Go’s Value for Education
GOTTA CATCH 'EM ALL: Has the future of learning arrived in the form of a Pikachu? You might think so after a weekend media frenzy that has inspired headlines including “14 Reasons Why Pokemon Go Is The Future Of Learning” and “Pokemon GO: What education should be.” To play the augmented reality game, players must get up off the couch and wander the streets of their town, city or college campus chasing Pokémon and Poké-stops...