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Nonprofits Who are Making A Difference Through Play

Beth's Blog: How Nonprofits Can Use Social Media

Video games are big — bigger than Hollywood in terms of revenue, as a $66 billion global industry. GlassLab ( [link] ) explores the potential for existing, commercially successful digital games to serve both as potent learning environments and real-time assessments of student learning. You can register here.

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Gyrus ranked as a Specialist in the 2018 Aragon Research Globe? for Corporate Learning

Gyrus

Reach , which is a measure of vendors’ ability to compete on a global scale. Reach can have one of three values: national , international , or global. Also, highly personalized learning environments with individual development plans, competencies, licenses, and certifications are available.

professionals

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Games for Change 2007: Funders Perspective Panel

Beth's Blog: How Nonprofits Can Use Social Media

Mentioned recent studies about taking laptops out of the classroom and there is a problem with using old metrics and it is important to look for new metrics and rethink learning environments in general. New learning environment puts games at the center. It is a new form of teaching, not just skill-based learning.

Game 50
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The Birth of a Field: Digital Media and Learning

Beth's Blog: How Nonprofits Can Use Social Media

The environment for learning is no longer in the classroom and its online, and outside of school. MacArthur wants to know: How is digital media changing the way that children learn and develop and what are the implications? Learning is happening outside of school and it needs to be understood better.

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Teaching with Tech: The Incredible—and Inevitable—Evolution of the Digital Classroom

Byte Technology

a single computer running basic DOS for an entire school was considered the very cutting edge of the tech-enhanced learning environment. Consider some of these facts: • In 1996 only 14 percent of classrooms had Internet access; 13 years later 93 percent were wired into the World Wide Web.

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