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Eliane Alhadeff
1,737 followers -
Editor, Serious Game Market & Serious Games Experts
Editor, Serious Game Market & Serious Games Experts

1,737 followers
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#SeriousGames Serious Play’s 11 year old award program recognizes outstanding games designed for education or training in business, government/military, healthcare, museums, higher ed, K12. Any single user browser, mobile or VR game launched after April 2018 is eligible. Simulations and multiplayer games that can be evaluated via online access by judges playing alone can also be entered.

Digital games created by high school or college students with minimal faculty involvement may be entered in a separate student category. Entries in the student category are due May 1, 2019.

Games in English, Spanish, French and Dutch may be entered. Other languages possible on request.

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#SeriousGames  Serious Play’s 11 year old award program recognizes outstanding games designed for education or training in business, government/military, healthcare, museums, higher ed, K12. Any single user browser, mobile or VR game launched after April 2018 is eligible. Simulations and multiplayer games that can be evaluated via online access by judges playing alone can also be entered.

Digital games created by high school or college students with minimal faculty involvement may be entered in a separate student category. Entries in the student category are due May 1, 2019.

Games in English, Spanish, French and Dutch may be entered. Other languages possible on request.
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#SeriousGames Kahoot! is a free game-based learning platform that makes it easy to create, play and share fun learning games (called Kahoots) or trivia quizzes for any subject, in any language, on any device.

Kahoot! has now reached one billion cumulative participating players and is likely to hit 100 million monthly active unique users this month in more than 200 countries. The Oslo-based startup is valued at $376 million.

Last December, Kahoot! launched Kahoot! Ignite, a new accelerator for like-minded startups that are pushing the boundaries of education through gaming. Teams selected for the program can join Kahoot! on its journey to create value for learners across all geographies and champion the company’s mission to make learning awesome.

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#SeriousGames  Kahoot! is a free game-based learning platform that makes it easy to create, play and share fun learning games (called Kahoots) or trivia quizzes for any subject, in any language, on any device.

Kahoot! has now reached one billion cumulative participating players and is likely to hit 100 million monthly active unique users this month in more than 200 countries. The Oslo-based startup is valued at $376 million.

Last December, Kahoot! launched Kahoot! Ignite, a new accelerator for like-minded startups that are pushing the boundaries of education through gaming. Teams selected for the program can join Kahoot! on its journey to create value for learners across all geographies and champion the company’s mission to make learning awesome.
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#SeriousGames According to EdTech’s recent article How Makerspaces in Schools Help Students Learn to Code by Eli Zimmerman, Makerspaces in schools are giving educators new options to teach students core coding concepts.

“Computer science has taken a priority slot for K–12 teachers, as experts forecast a majority of jobs will incorporate some kind of coding skills or computational thinking by as early as 2020,” states Zimmerman.

One way that schools are engaging students is by introducing coding activities in Makerspaces, where students can use the creative culture to start establishing the building blocks of computational thinking.

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#SeriousGames  According to EdTech’s recent article How Makerspaces in Schools Help Students Learn to Code by Eli Zimmerman, Makerspaces in schools are giving educators new options to teach students core coding concepts.

“Computer science has taken a priority slot for K–12 teachers, as experts forecast a majority of jobs will incorporate some kind of coding skills or computational thinking by as early as 2020,” states Zimmerman.

One way that schools are engaging students is by introducing coding activities in Makerspaces, where students can use the creative culture to start establishing the building blocks of computational thinking.
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#SeriousGames As the interest around Short Sims continues to grow, Clark Aldrich had his article “Try Short Sims” featured as TD magazine's cover story for their highest profile issue of the year. In the words of TD, "The synergy between meaningful interactivity and cost effectiveness lies in short sims."

Clark Aldrich, one of the top educational simulation designers in the world and the founder and managing partner of Clark Aldrich Designs, has been developing what he believes is the next stage of the Serious Games/Educational Simulation concept over the past five years.

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#SeriousGames  As the interest around Short Sims continues to grow, Clark Aldrich had his article “Try Short Sims” featured as TD magazine's cover story for their highest profile issue of the year. In the words of TD, "The synergy between meaningful interactivity and cost effectiveness lies in short sims."

Clark Aldrich, one of the top educational simulation designers in the world and the founder and managing partner of Clark Aldrich Designs, has been developing what he believes is the next stage of the Serious Games/Educational Simulation concept over the past five years.
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#SeriousGames Below is interesting data about the significant up-tick in investment in learning games -- $2.25 billion in 2018 vs. less than a billion in 2017.

PRESS RELEASE
Investment in Game-Based Learning Sharply Up in 2018: Metaari

LOS ANGELES – Jan. 7, 2019 -- Investment in game-based learning companies was sharply up in 2018, according to leading Serious Games analyst firm Metaari. A total of $2.25 billion went to 133 companies. In contrast, less than half that amount, or $948.2 million, was invested in 150 game-based learning companies in 2017.

While the number of deals declined slightly in 2018, funding levels were much higher and investment more than doubled. Almost 100 companies reported raising substantial funds; 17 PreK-12 academic-facing companies obtained funding in 2018; 21 corporate-focused companies producing game-based training were funded. The most attractive category for investors was educational games or educational technology products for use in K-12.

China is the education technology center of the universe, at least for now, according to Sam Adkins, Metaari. In 2018, 51 Chinese game-based learning companies garnered a combined total of $539.3 million. Nearly 50% of all ed tech investments made in 2018 went to Chinese companies.

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#SeriousGames  Below is interesting data about the significant up-tick in investment in learning games -- $2.25 billion in 2018 vs. less than a billion in 2017.

PRESS RELEASE
Investment in Game-Based Learning Sharply Up in 2018: Metaari

LOS ANGELES – Jan. 7, 2019 -- Investment in game-based learning companies was sharply up in 2018, according to leading Serious Games analyst firm Metaari. A total of $2.25 billion went to 133 companies. In contrast, less than half that amount, or $948.2 million, was invested in 150 game-based learning companies in 2017.

While the number of deals declined slightly in 2018, funding levels were much higher and investment more than doubled. Almost 100 companies reported raising substantial funds; 17 PreK-12 academic-facing companies obtained funding in 2018; 21 corporate-focused companies producing game-based training were funded. The most attractive category for investors was educational games or educational technology products for use in K-12.

China is the education technology center of the universe, at least for now, according to Sam Adkins, Metaari. In 2018, 51 Chinese game-based learning companies garnered a combined total of $539.3 million. Nearly 50% of all ed tech investments made in 2018 went to Chinese companies.
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