Game-based learning is a great way to integrate technology into the classroom while engaging kids with real learning.
Higher ed institutions have discovered the value of Minecraft to bridge gaps brought on by remote learning
S.S. Grin does a good job of introducing each character's values and strengths via role playing and storytelling.
GameSalad lets kids create custom games in a visual, rule-based coding system, so there's no need to know any coding language.
Cyber Robotics 102 has students work in an online virtual environment that features a new robot called Ruby and that accurately mimics real-life physics and a physical setting.
MIND Research Institute today announced the launch of an all-new version of its flagship solution, ST Math®.
Like Minecraft, this popular gaming platform can be used to teach and demonstrate specific skills, with careful planning and structured implementation.
DreamBox Learning Math is an interactive, adaptive, self-paced program that provides engaging activities for students to learn and practice skills in mathematics.
Minecraft is a sandbox game that can be adapted to fit nearly any objective or subject, with lessons lasting as short as one period or the entire year.
In Epistory - Typing Chronicles, players control a woman with amnesia riding a three-tailed fox across a colorful, papercraft landscape.
Game-based learning—where teachers teach and assess through video games—is being found in more and more classrooms.
GameMaker Studio 2 is the real deal; its drag-and-drop programming environment allows new game designers to jump right in and create 2D games.
GooseChase EDU is a web-based platform that creates scavenger hunts for an app of the same name on mobile (iOS and Android) devices.
This year’s conference highlighted so many ways to use Google apps and tools to engage learners and make grading, assessment, feedback, pbl, gamification, student engagement, collaboration, student choice, and student voice easy to do!
Time to Climb is designed to ignite friendly competition and interactivity in the classroom while assessing students’ understanding.