How scholastic esports helps students’ academic achievement

According to Newzoo, the live-streaming audience for games will hit 728.8 million viewers in 2021 globally. For reference, the NFL is projected to hit 141 million viewers.  Clearly, esports’ popularity is growing exponentially. However, many people are still unfamiliar with esports, especially the emergence of scholastic esports in education.

The utility of game-based learning in education has been known for a long time, but what is beginning to emerge is an understanding of how esports are having an impact in education. Due to the affordances of video games, esports promotes important qualities, forcing students to develop new skills and problem solve in novel situations bounded only by their imaginations.

Teachers who are pioneering esports programs can attest to this. Tyler Hahn, Director of the Cherokee Public Library in northwestern Iowa, has seen that “esports empowers learners to use the convergence [of] games and their own interests as a platform to acquire communication, collaboration, and problem-solving skills needed to thrive in all aspects of life”. His program is focused on developing college and career awareness services for middle school youth through esports and community engagement.…Read More

Scholastic esports participation leads to substantial learning outcomes

According to Newzoo, the live-streaming audience for games will hit 728.8 million viewers in 2021 globally. For reference, the NFL is projected to hit 141 million viewers.  Clearly, esports’ popularity is growing exponentially. However, many people are still unfamiliar with esports, especially the emergence of scholastic esports in education.

The utility of game-based learning in education has been known for a long time, but what is beginning to emerge is an understanding of how esports are having an impact in education. Due to the affordances of video games, esports promotes important qualities, forcing students to develop new skills and problem solve in novel situations bounded only by their imaginations.

Teachers who are pioneering esports programs can attest to this. Tyler Hahn, Director of the Cherokee Public Library in northwestern Iowa, has seen that “esports empowers learners to use the convergence [of] games and their own interests as a platform to acquire communication, collaboration, and problem-solving skills needed to thrive in all aspects of life”. His program is focused on developing college and career awareness services for middle school youth through esports and community engagement.…Read More

SplashLearn Announces Winners of SpringBoard Math Challenge 2021

Mega success with participation from over 600K students

SAN FRANCISCO, CA, May 26, 2021: SplashLearn, the game-based learning program used by millions of students, announced winners of its massively popular annual competition – the SpringBoard Math Challenge.

The 7th edition of SpringBoard Math Challenge 2021 was opened to elementary classrooms across North America on March 1, 2021 (the competition ended on May 9, 2021). Over the duration of this 10-week math challenge, SpringBoard attracted a record number of participating classes – over 600,000 students from 35,000 classes! …Read More

SplashLearn Raises $18 Million in Series C Funding Round From Owl Ventures & Accel

SplashLearn, the US-headquartered learning company began 2021 on a high note raising $18 million in Series C funding round led by Owl Ventures. San Francisco based Owl Ventures is the largest edtech sector-focused venture capital firm in the world. Accel, who earlier invested $7 million in Series B, also participated in this round.

SplashLearn was incorporated in 2010. The bulk of the business comes from the United States and currently, students in one in every three schools in the country use SplashLearn. SplashLearn is a game-based learning program that intelligently adapts to each child’s learning ability and helps them master skills at their own pace. Its curriculum covers pre-kindergarten through grade 5 for math and reading. With a strong focus on engagement and efficacy, it has over 4,000+ curriculum-aligned games and activities, designed to create an exciting learning experience for kids.

With the onset of Covid-19, SplashLearn saw a surge of almost 3x in adoption, as more students turned online and families began seeking educational support. In 2020, more than 10 million new users joined the SplashLearn program. The demand came in not only from the US but also the UK, Australia, and Canada. In the latter half of 2020, SplashLearn expanded its offering beyond the math program to include reading and also launched a personalized tutoring product, owing to growing demand from parents and teachers.…Read More

SplashLearn Announces ‘SpringBoard Math Challenge 2021’

The popular game-based learning program SplashLearn, announced the 7th edition of its massively popular SpringBoard Math Challenge today. The math competition is a calendar marked event and is highly anticipated by teachers across the US and Canada. SpringBoard Math Challenge 2021, open to all classes from grade 1 to grade 5, will run from March 1 – May 9, 2021.

“SpringBoard is unique because it brings students together in an environment that enables competition as well as collaboration. This year, it assumes a new meaning as different classes compete with each other but are also coming together, learning together while also having fun – something they haven’t been able to do this year,” said Joy Deep Nath, Co-founder, SplashLearn.

After creating an account on SplashLearn, teachers can enroll their classes for SpringBoard 2021. Once enrolled, all the math problems the students solve will earn them points, which will count towards the total class score. The best performing classes with the highest points win weekly prizes at both the state and national level. The grand winners will be announced at the end of SpringBoard. Prizes worth more than $20,000 are up for grabs this year.…Read More

Read to Lead free web-based curriculum

Read to Lead is a 100% free and proven blended learning solution that leverages game-based learning to help students in grades 5-9 build reading, writing, and leadership skills. Teachers across the country can use the “Be the Boss” learning experiences to engage youth and build core academic and leadership skills essential to their success in school today and the careers of tomorrow.

Read to Lead Website

The free web-based curriculum is modular so students can move at their own pace, logging in any time of day for any length of time. One episode, or one “day at work”, takes about 30 minutes to complete. In that time, students read 5,000 words, make 10 leadership decisions, and practice Reading Anchor Standards. If students read their way through 12 episodes, that’s equivalent to completing a middle school chapter book! The program includes engaging content, data dashboards, and hands-on activities.…Read More

I gamified my classroom and students are soaring

An average child today will have played 10,000 hours of video games before the age of 21. If playing games is part of our culture, even part of our identities, then it stands to reason that students can be highly motivated by game-based learning opportunities. So what if we make classrooms the game?

Gamification means using game-design principles such as cooperation, competition, character development, and point scoring in a non-gaming context. In the classroom, it can be as straightforward as transforming learning activities into games or a more subtle application of game-design principles to learning tasks.

Gamifying your classroom can be as simple or as complex as you choose to make it. Some teachers choose to create their own game for their classroom in order to customize features including backstory, characters, rules, and objectives. At the same time, there are many user-friendly apps that teachers use to simplify those features.…Read More

5 ways to gamify writing in the classroom

Believe it or not, writing is a natural fit for gamification techniques

You’ve surely noticed how your class gets engaged as soon as you introduce a game into the teaching process. The students get competitive, but that’s a healthy competition you want to nurture.

Have you ever thought about teaching writing through games? It’s a great strategy that helps students overcome the lack of motivation they have regarding writing assignments. Robert Monroe, a writer for EduGeeksClub and a father of a 10-year-old, explains how he made writing attractive for his son: “I realized he was bored whenever he had to write something for school. I know how fun writing can be, so I found a way to turn it into a game. I set up a private online diary and gave him brief prompts every day. He received points for each ‘level’ he passed and a prize for every big achievement. I noticed great improvements in his grammar and style in a really short period of time.”

Needless to say, you’ll need an effective strategy that will help you introduce writing games in the classroom. Read on; we have the tips you need.…Read More

New professional development focuses on engagement through gaming

New online professional development course focuses on increasing student achievement through engagement with game-based learning

The ever-increasing omnipresence of digital media in student’s lives can be challenging for teachers as they compete for kid’s attention in and out of the classroom. With this in mind, Teach n’ Kids Learn (TKL) and DimensionU have teamed up to create a robust Online Professional Development course that supports teachers’ instruction in mathematics and language arts through gamification, quickly and easily.

Included for K-12 educators who enroll in the course by February 15, 2016, is a free DimensionU Class License (for up to 30 students), through the remainder of this school year.

The online professional development course focuses on helping teachers incorporate educational video games and applying game-based learning techniques in the classroom. The DimensionU portfolio of educational games creates high student engagement and offers a solid foundation with demonstrated improvement in students’ achievement results. In regards to the online course, TKL’s instructional methodology, guarantees teachers immediate implementation in the classroom, individualized support and well structured, easy-to-use examples for applying the newly acquired techniques.…Read More

Microsoft replacing MinecraftEDU with new education edition

A new education experience is coming to Minecraft

Starting this summer, classrooms hooked on MinecraftEDU will be given the option of migrating to a new education-focused Minecraft title, recently announced by Microsoft who has acquired the rights to MinecraftEDU from Teacher Gaming, a Finnish company.

The rebranded title, called Minecraft: Education Edition, will launch as a free trial this summer, and all MinecraftEDU subscribers will receive a yearlong subscription to the new game (they can also continue to use MinecraftEDU). In the meantime, Microsoft is reworking and expanding the new education edition especially for classrooms. In a statement, Microsoft alluded to working on a “transition plan” with Teacher Gaming, but said that further details — including if and when MinecraftEDU would be absorbed into the new title — would be worked out in the coming months.

Microsoft is also encouraging more involvement in its online community at education.minecraft.net, where they hope to connect educators interested in the game with relevant lesson plans, a place to provide feedback, and even a Minecraft Mentors page that “allows educators experienced in Minecraft to connect with those interested in trying it for the first time,” according to a recent online announcement.…Read More