CNN just made a special report “Gaming Reality“ to reveal the true stories of gaming in our current world. Here is the beginning of the stories: “Video gaming is a $90 billion business. Globally, we spend 1 billion hours per year inside games. But this virtual pastime has infiltrated the real world in unexpected ways. It’s powering up our problem-solving.” Games are making a difference in education, society, health, and science, but gaming addiction is a problem for our society.
According to Ambient Insight , the Worldwide Game-based Learning market reached $1.2 billion in 2011. The global growth rate is 15.4% and revenues will more than double to $2.5 billion by 2015. Big Guns and console makers are getting on board. We select these top 10 news on game-based learning in the past one year for your review and awareness. (listed in timeline sequence)
November 2011, Sweden-based Mojang, creators of Minecraft (36 million users) partner with US and Finnish developers to launch MinecraftEdu. As of May 2012, 300 schools (half in the US), have purchased game licenses.
Read : MinecraftEDU: Minecraft for the Classroom (from HackEducation)
February 2012, Pearson launches gamified learning platform Alleyoop: “Structured as a game with missions, Alleyoop is built around achievements and earning a virtual currency – Yoops. It’s a learning environment that is empowering, relevant, and a game.” Content partnerships are : NASA eClips, National Geographic, National Science Foundation, Scientific Minds, Patrick JMT, Virtual Nerd, Adaptive Curriculum, and Brightstorm.
Read : Pearson-Backed Startup Aims to Be the Zynga for Learning (from Mashable)
April 4, 2012, Muzzy Lane Offers its Award-Winning History Game Free to Schools. The multiplayer strategy game “Making History: The Calm and the Storm” is now available free of charge to schools. The game, which places the student in the role of national leader in the era surrounding WWII, has been used in hundreds of high schools and colleges around the world.
Read : Muzzy Lane Offers its Award-Winning History Game Free to Schools (from Muzzy Lane)
More about their projects: The Sandstone platform delivers multiplayer 3D games in the web browser, integrates with learning management systems and provides capabilities for tracking performance and linking to a variety of online resources. ClearLab is a project to create innovative 3D science games for middle school students. ClearLab games will be immersive and educational, and can be played in the browser – at school, the library, at home – anywhere with access to the internet. Teachers will be able to assign, manage and assess student game play from the web.
April 2012, Course Hero launched a series of online courses with game mechanics from the Bunchball platform. On average, users spend three times more time on the gamified courses than on the Course Hero courses. In August 2012, Course Hero opened their “Gamified Course-Creation Tools” to the public.
Read : Course Hero Opens Gamified Course-Creation Tools to the Public (from AllThingsd)
June 2012 – Institute of Play, Electronic Arts, and Entertainment Software Association launch Glass Lab, a new lab focused exclusively on making games for students across the US….available at little to no cost.
Read : New institute gets $10M to gamify education for kids (from GamesBeat)
June 2012, Valve launches free “Teach With Portals” Classroom Initiative which releases a rapid authoring tool called Puzzle Maker, it is a platform to create your own Portal puzzles. Teach with Portals is Valve’s new community for educators. Steam for Schools is a stripped down version of Valve‘s online content service, Steam, designed with the teacher-and-students environment in mind.
July 2012, French-Norwegian game-based learning company WeWantToKnow has signed an agreement with the Center for Game Science at the University of Washington to establish a strong partnership to test and improve the recently launched math game, DragonBox, in over 100 schools across the US. This is the first of many games that the two parties will develop jointly and that will be offered to US schools and universities.
July 2012, Oxford University Press adopts SecretBuilder’s game platform (7 million users), the publisher is now trying their hand at making Shakespeare relevant again. Partnering with game developer SecretBuilders, an initiative called “50 Great Reads Before 15″ will offer a series of web and mobile game extensions.
Read : Oxford University Press Introduces Tie-in Games for ‘Macbeth’ and Other Classics (from Learning Games Network)
July 2012, White House Academic Consortium on Games for Impact Launched! On July 26, the inaugural meeting of the Academic Consortium on Games for Impact at was held at White House Office of Science and Technology Policy in Washington, DC. Twenty academic members from 19 universities, 43 consortium partners from government and industry were invited to attend the initial meeting.
August 2012, U.S. Department of Education just showed their support of game-based learning on their blog, the department’s research arm, the Institute of Education Sciences (IES), recently announced a new round of awards through its Small Business Innovation Research (SBIR) Program, including several awards that focus on the development of game-based learning education technology products.
We know there are more news in the industry, like ClassDojo scores $1.6M from top investors for gamified classroom management, all these are marking a rising paradigm of game-based learning or using gamification in education. Please give your suggestions if you like to add some more important news.