Wednesday, June 25, 2014

Three New Reports Highlight Serious Games in Education

Embracing Serious Games as a way to engage students, personalize learning and gauge student success


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Three recently released reports stress the need to embrace online and digital games as ways to engage students, personalize learning and gauge student success.

Learner at the Center of a Networked World Report

The report Learner at the Center of a Networked World, produced by the Aspen Institute Task Force on Learning and the Internet and released on June 17, is a cross-sector, cross-partisan report that calls for rethinking learning systems that are currently too bound by time, place and old ways of doing business. The report shifts the traditional focus from one institution, the school, to a focus on the learner and all the places where the learner can advance academically and pursue his or her interests.

Games and Learning, in the article The Game Developer’s Guide to the New Aspen Institute Education Report, pulls a few areas that game developers may want to pay special attention to if they are developing educational products. 

The full report is available for download here  


NMC Horizon Report- 2014 K-12 Edition

The NMC and the Consortium for School Networking (CoSN), with the support of HP, released the NMC Horizon Report > 2014 K-12 Edition. This sixth K-12 edition describes annual findings from the NMC Horizon Project, an ongoing research project designed to identify and describe emerging technologies likely to have an impact on teaching, learning, and creative inquiry in education.

This year’s report identifies BYOD and cloud computing as technologies expected to enter mainstream use in the first horizon of one year or less. Games and Learning Analytics are seen in the second horizon of two to three years; The Internet of Things and wearable technology are seen emerging in the third horizon of four to five years.



Navigating the Ed-Tech Marketplace Report

This Education Week special report on K-12 Educational Technology, aims to help school leaders make smart choices by mapping what the educational technology marketplace looks like, how it works, and the changes that are likely to shape it now and in the future. It examines the largest and fastest-growing categories in the ed-tech sector, outlines how school leaders are becoming more sophisticated buyers of ed-tech products and services, and includes Q&As with CEOs from three very different ed-tech companies.

Under the topic “Digital-Content Providers Expanding Their Reach”, the report highlights that in in March, New York City-based Amplify staged a high-profile launch of its new all-digital English/Language Arts curriculum for middle grades that makes extensive use of learning games and is powered by an adaptive-software engine that tailors content for each student (also object of my previous post Serious Games Take ELA Learning To New Heights).

Read Navigating the Ed-Tech Marketplace as a free digital edition—online or on your mobile device.