Skip to main content

Posts

Featured Post

Serious Games Market On Path To $8.1 Billion Revenues In 5 Years

Serious Games revenues are racing along on a five-year compound annual growth rate (CAGR) of 20.2% globally, suggesting the industry will more than double to $8.1 billion by 2022, according to Metaari, the foremost analyst firm covering the market.  In 2017, global revenues will hit $3.2 billion, just for off-the-shelf products.
Sam Adkins, CEO, Metaari - Advanced Learning Technology Research, will provide highlights of his 96 page 2017-2022 Global Game-based Learning Market Report to attendees Tuesday, July 18, 2017 at Serious Play Conference, the annual gathering of the thought leaders in the industry, this year hosted by George Mason University.
Eight game-based learning buying segments are analyzed in the report: consumers, preschools, primary schools, secondary schools, tertiary and higher education institutions, federal government agencies, provincial/state and local government agencies, and corporations
The report also lists more than 300 suppliers operating across the globe t…
Recent posts

NEW STUDY: Actual Implementations Of Short Curricula Games In The Classroom

Legends of Learning Founder Vadim Polikov partnered with Vanderbilt University to conduct “Substantial Integration of Typical Educational Games into Extended Curricula,” a research study that explores actual implementations of short curricula games in the classroom (please find also The Case For Short-Form, Low-Cost Educational Serious Games).

The study was published in the Journal of the Learning Sciences (JLS), a leading educational research journal and one of the two official journals of the International Society of the Learning Sciences.
The study is the first of its kind to produce deep, wide-ranging, and statically significant data across a large variety of game types. It not only validates curriculum-based games, but it does so in a large, multi-state, diverse study cohort over a significant time period.
The research study shows that when used as part of the curriculum, simple standards-aligned games increase lesson retention and student engagement, and improve academic performance.…

Serious Games Driving Digital Offering Fluency

TD Digital Service Hero from TD Bank, developed by Launchfire, has won silver honors in the 2017 International Serious Play Awards competition in the Corporate category.
TD Bank wanted to improve digital adoption and fluency among their customer base. However, because employees don't need to be TD customers and aren't allowed to use their mobile devices while at work, most weren't familiar with TD's digital offering. As a result, TD needed to engage their employees as on the value of their digital products, before asking them to sell it to customers.
TD Digital Service Hero works as a single, impressive platform for TD’s employees to become familiar with the bank’s digital products and convert them to digital offering evangelists.
By incentivizing players to experience the new market offering in a variety of contextual game-based learning settings through its different training modules (Digital Champion Quest, Role Playing and Simulations), the game quickly brings employ…

Nine Games Earn Gold in the 2017 International Serious Play Awards

LOS ANGELES - June 19, 2017 - Nine commercial "Serious Games" and academic institution led studios won gold in the International Serious Play Awardsthis year, a competition honoring outstanding digital games designed for education or training.  Entry categories included Corporate, Government/Military, Healthcare, K-6 Education, 7-12 Education, Higher Education and Museums.

"The winning games were high quality and very innovative this year. We had many close categories," Sue Bohle, executive director, Serious Play Conference, award sponsor, said.

Winners this year are:

Gold Business Battle from Wrainbo (Corporate)Child Witness Interview Simulator for UK Police developed by HighSkillz with The Open University UK (Corporate)Strike Group Defender from the Office of Naval Research, MIT Lincoln Laboratory, Pipeworks Studio and Metateq (Government/Military)DragonBox BIG Numbers from WeWantToKnow AS (K-6 Ed)Sim Cell created by Strange Loop Games for Touch Press Games (7-12 Ed)

Serious Games + AI Place Prospective Teachers In True To Life Situations

Image credit: middle school classroom from Mursion
Mursion, Inc. develops competency-based simulations addressing the set of skills that a teacher candidate must master before entering the classroom.
Utilizing a unique blend of artificial intelligence and live human performance to deliver powerful and personalized learning simulations, Mursion’s technology is being used by more than 65 universities to prepare preservice K-12 teachers for the challenges of teaching in today’s classrooms (please find also An Online Formative Assessment Math Serious Game For Preservice Teachers). The teacher-training program provides a virtual classroom, complete with middle school-age archetypes who demonstrate a wide range of personalities, learning styles and educational needs. As the real-life student teacher leads the class, the children respond accordingly, and the scene progresses. Once players access the space and stand in front of the room as the teacher, they can test different approaches in a mu…

Game-based Pedagogy For American History Expands

Developed with the Institute of Play in New York City, the Woodrow Wilson HistoryQuest Fellowship offers professional development for middle and high school American history teachers in Connecticut, Massachusetts, New Jersey, and Pennsylvania. The program aims to use the power of games and digital tools to transform both teacher practice and student engagement. In the long term, it may also provide a new disciplinary resource for university-based teacher preparation (please find also K-12 Innovators To Update Use Of Serious Games In the Classroom At 2017 Serious Play).
HistoryQuest helps teachers who are selected as Fellows learn how to apply game design principles to foster inquiry-based learning. Fellows learn to tie games to the curriculum, integrate them into the classroom, create their own games, and assess learning outcomes.
Inaugurated in 2016 with a group of New Jersey teachers, the transformative professional program has been expanded this year by the Woodrow Wilson National Fe…

Serious Games Use Hockey Context To Spark Student Interest In STEM Topics

Future Goals - Hockey Scholar Programis a hybrid “Serious Game” and online STEM education program created by The Game Agency in partnership with Washington, D.C.-based EverFito help students understand the real world applications of science and math principles, using the game of hockey as a learning vehicle.
According to the developers, over the past decade, the number of available workers with strong STEM skills has not kept pace with the demand from the U.S. labor market. Studies suggest that teens lose interest in these critical topics by the tenth grade. Teachers have been facing an uphill struggle trying to compete for mindshare amidst the myriad of student activities and distractions. But teachers can use student interests from outside the classroom in their studies by changing the content delivery mechanism from traditional in-class learning to one which taps into teen passions, specifically video games and sports.
In Future Goals, over the course of a simulated hockey season, st…