The e-learning market is predicted to experience significant global growth over the next five years, largely driven by advances in technology, evolving business needs and a number of emerging learning and development trends, according to Docebo’s newly released research report, “E-Learning Market Trends and Forecast 2017-2021.”
What happens when you mix a high-end technology sandbox loaded with ample, cutting-edge digital media tools and production facilities with some of the world's brightest students and most innovative faculty? Andy Phelps talks about MAGIC at RIT.
Rochester Institute of Technology today announced the launch of a new facility to house MAGIC Spell Studios, a collaborative program that combines entrepreneurship, academics, content creation, production and distribution for digital media such as games, apps, film and art.
Did you know that Pikachu, Squirtle, Eevee and Mewtwo can help teach science, technology, engineering and math (STEM) concepts to elementary school kids? The popular Pokémon Go characters are part of a project at Dakota State University (DSU) in Madison, SD. Juniors in a technology in education class used the smartphone-based augmented reality game late last month to teach local fourth graders concepts such as photosynthesis, gravity and the transformation of electricity.
A game-development platform is offering free software licenses to qualifying universities in the United States.
Triseum, a Texas-based education gaming company founded through the LIVE Lab at Texas A&M University, has unveiled a new, immersive game focused on calculus.
The global classroom displays market is expected to grow at a compound annual growth rate of 30.04 percent during the period 2016-2020, according to a new report by Dublin-based firm Research and Markets.
Cornell University researchers have developed a game that they say they hope will be picked up and played by non-experts to help the experts accelerate their Alzheimer's research efforts.
Researchers from the University of Michigan have discovered that video gamers can be as good or better than professionally trained crystallographers and computer algorithms at identifying the shape of a protein, a finding that has the potential to bolster citizen science initiatives and classroom gamification.
Students from 12 universities will gather on the Texas A&M University's College Station, TX, campus the weekend of Sept. 23 for the Chillenium, in which teams of college students compete to build the best gaming software.