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Updated by Michael Britt on Jan 11, 2015
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Educational Games

Here's a list of solid resources on the topic of games and learning.

Source: http://www.thepsychfiles.com/2009/02/episode-86-video-educational-games/

With a mobile boom, learning games are a $1.5B market headed toward $2.3B by 2017 (exclusive)

Educational games, also known as "serious games," are going through a renaissance in part because of the acceptance of learning apps on mobile devices. That's the finding of a new research report by Ambient Insight. The forecast predicts the Serious Games market, which Ambient calls game-based learning, will grow from $1.5 billion in 2012 to $2.3 billion in 2017.

SRI International

In summer 2012, the Bill & Melinda Gates Foundation, in cooperation with the MacArthur Foundation, made a significant investment to establish the Games Learning and Assessment Lab (GlassLab), which includes top game developers, assessment experts, and researchers from multiple fields and disciplines.

Valerie J. Shute

Valerie J. Shute Professor Ed Psych and Learning Systems Department 3205G Stone Building, 1114 West Call Street, PO Box 3064453, Tallahassee, FL 32306-4453 Map Contact vshute@fsu.edu 850/644-8785 IN PRESS Shute, V. J., Ventura, M., Kim, Y. J. & Wang, L. (in press). Video games and learning. In W. G. Tierney, Z.

PsycNET - Display Record

It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional instruction methods (learning: k = 77, N 5,547; motivation: k = 31, N 2,216).

Games for a Digital Age: K-12 Market Map and Investment Analysis

by John Richards, Leslie Stebbins and Kurt MoelleringJanuary 28, 2013 Games for a Digital Age: K-12 Market Map and Investment Analysis includes a sector analysis and market map of game‐based learning initiatives with an analysis of relevant trends in education and digital technology that are likely to impact development of a robust game-based learning market segment.

Home Page | Futurelab at NFER

Futurelab at NFER is (registered charity number 313392) is committed to developing creative and innovative approaches to education, teaching and learning. We achieve this through a mixture of research, workshops, CPD, training, courses, inset days, events, school development (through our enquiring schools programme), and resources across the UK and internationally.

Big Brainz Multiplication Tables

The most powerful program ever developed to master multiplication tables.

Summary of Findings

Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression).

Gaming is Good for You (Infographic)

My kids can't seem to get enough of their video games. I can take away the Xbox 360's power cord or tell the kids to go outside and play, but at the end of the day, they simply want to keep on playing.

Alelo Inc. - Leaders in Language and Culture Training using Instructional Social Simulation

The Company Why Alelo? Leadership Board of Directors Sponsors & Clients News & Events Press Releases Careers Contact Us

GoVenture :: Home

Energize your students by making learning fun and engaging. Gain the appreciation of parents by better preparing their children for success in the real world. Win the support of school administrators by creating a positive buzz in your school. It's possible with GoVenture.

PowerPoint Games

These games were created in PowerPoint. Download the templates and modify the games to fit your curriculum needs.

Muzzy Lane - Home

Practice is a new line of 3D, multiplayer learning games from McGraw-Hill Education. Designed against course Learning Objectives and delivered on the web and (soon) on tablets, these games integrate into the core curriculum to provide hands on, experiential learning experiences.