Educational Games can provide great benefits
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Educational games have the potential to help a child develop their learning skills.
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Educational games have the potential to help a child develop their learning skills.
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How can we identify the ways in which game-based learning and gamification differ and the ways in which they share commonalities?
It seems for many in education, these two terms are frequently mixed up and used interchangeably. Let’s clearly define what each are, and how they can play an important role in the classrooms of today.
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Make no mistake – the game-based learning (GBL) market is doing a roaring trade. Global revenues hit $2.6 billion this year, reports the Serious Play Conference, and are expected to reach a mind-boggling $7.3 billion by 2021. Key consumers are today’s schoolchildren; the first true generation of digital natives.
Do you know your GBL from your gamification, and how to get up to speed with the latest developments?
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How can the use of digital games in the classroom support children and young people’s learning?
As increasing numbers of 8-18-year-olds participate in gaming, so has interest in the identification and harnessing of its potential to support learning in schools. EDLounge takes a look at the key findings.
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