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Augmented Reality Lessons You Can Use Now

The CoolCatTeacher

Games4Ed facilitates collaborations between educators, researchers, game developers, publishers, and policymakers to further the use of games and other immersive strategies in schools. Mitch served on the Board of the Ed-Tech Industry Network (ETIN) of the SIIA from 2012-2019, was cochair from 2015-2016, and was the chair in 2019.

Company 493
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It’s Game Over for the Institute of Play. But Its Legacy Lives On.

Edsurge

The news came as a surprise to educational game developers and researchers, many of whom credit the Institute of Play for supporting and growing the game-based learning industry. There was a golden era for funding games and learning from the mid-2000’s to the mid-2010’s,” says Tekinba?.

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Makey Makey Maker’s Next Project Takes on Augmented Reality to Teach Kids to Code

Edsurge

Mehta says products offering game-based learning and that seek to engage children have caught his attention of late. “We JoyLabz, parent of Makey Makey and GameBender, was borne out of a Kickstarter campaign in 2012 that raised almost $600,000. We need ideas that make this field [of education] come alive,” he says.

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Implications of the 2012 NMC Horizon Report for 21st Century School Leaders

The 21st Century Principal

This reminder is the 2012 NMC Horizon Report K-12 Edition ( You can download it here. 2012 NMC Horizon Report Near Adoption Technologies Where is technology going in the next 5 years, and what might be some things we can expect as educational leaders?

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Kahoot Acquires Clever for $500M, Hoping to Expand Its Presence in the U.S.

Edsurge

The publicly traded, game-based learning company announced Thursday that it was acquiring Clever, a digital learning platform used widely among K-12 schools in the U.S. The Oslo-based company has a large global presence already, with 1.6 Kahoot, it seems, is just heating up.

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Making Video Games for Higher Ed Requires Major Investment. Is It Worth It?

Edsurge

For higher education, with smaller potential audiences and student outcomes at stake, companies are debating whether return on investment is there for game-based learning experiences. According to a 2013 report by Ambient Insight, the worldwide game-based learning market in higher education is expected to grow to more than $46.1

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7 Ways My Interactive Display is a Key Part of My Student-Centered Classroom

The CoolCatTeacher

Principles of Instruction: Research-Based Strategies That All Teachers Should Know. Formative assessment is a not-so-secret of my own success, and the interactive display is part of this as I show certain items and hide others. Research Note: Every student response describe here is a quick and painless form of formative assessment.

Classroom 331