The makers of digital learning games and their advocates have struggled for years to break into the mainstream of K-12 education. The games suffered from the perception that they were not directly ...
Digital learning games have officially gone mainstream, with nearly three-quarters of K-8 teachers saying they use the games for classroom instruction, according to a new national survey. But the rise ...
“I've always thought games were good models for everything—how to learn, but also how to be,” says Arana Shapiro. She has dedicated much of her career to helping educators integrate technology with ...
Dublin, Sept. 08, 2025 (GLOBE NEWSWIRE) -- The "Game-based Learning - Company Evaluation Report, 2025" report has been added to ResearchAndMarkets.com's offering. The Game-based Learning Companies ...
Remember that heavy feeling you sometimes got as a kid heading into yet another school day? You likely asked yourself on more than one occasion, "When am I ever going to use any of this in real life?” ...
Around a billion and a half people all play video games of some sort. That’s more than 20% of the world’s population. Video games have become a part of life. They are now more than just leisure and ...
The health care industry is made up of highly skilled, highly schooled, high-cost, in-demand professionals who are responsible for making life-and-death decisions. Consequently, their training is best ...
Johannes Heinze is Managing Director for EMEA at AppLovin. Sometimes I wonder what really constitutes an indie developer in a market with free global distribution and low entry barriers. The main ...
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