EdisonLearning Adds Game Learning to its Comprehensive Online & Blended Learning Content

EdisonLearning, a longtime innovator in public education and leading provider of digital learning solutions for students in grades K -12, is bringing online learning to life with the addition of an interactive games curriculum to its comprehensive online and blended learning content.

EdisonLearning and Game Learning

"From experience gained throughout our history, we are well aware that one-size does not fit all when it comes to learning styles," said Thom Jackson , EdisonLearning President and CEO. "We know that students need to be challenged, motivated, and enjoy learning. With our new Game Learning curriculum, EdisonLearning will be able to meet the needs of students, where they are and deliver the education they deserve."

EdisonLearning is partnering with Game Learning. to provide schools and PK-8 students educational video games in Math, Science, English, and History. The Game Learning games are available to match individual student's learning preferences (auditory, visual, kinesthetic) and capabilities.

Play styles of the games include Real-Time Strategy, Role-Playing, Turn-Based Strategy, and Life Simulation. The variety of game styles and games keep students challenged and entertained.

The entire Game Learning curriculum is available for use on desktops or tablets and do not require a high-speed connection. They are designed to be used in the classroom, at home, during after-school programs, and even on-the-go.

"Our games use a variety of play styles, to maximize online learning engagement. Because our games feel like real games, instead of online textbooks, students engage more deeply while developing a love of learning. This lays the foundation for lifelong learning," said Matt Massman , Game Learning Founder and CEO.

Game Learning games meet more than 1000 unique Educational Standards and exceed 500 Learning Objectives. Learning content is presented within each educational video game. Games are built so that play time is broken into 10-minute increments adding up to four hours in total length. The interval structure ensures that students are truly engaging with the game and their learning rather than racing through it.

"EdisonLearning has always sought ways to incorporate new instruments of learning to engage and motivate current and future generations of young people," said Mr. Jackson. "Game-based learning upgrades a student's capacity to learn new ideas, different concepts, and retain them – and most of all, make learning fun."

EdisonLearning is accredited as a Learning Service Provider by the Middle States Association Commission on Elementary and Secondary Schools (MSA- CESS).

About EdisonLearning

EdisonLearning, a leading educational services provider, brings together best practices in instruction, developed over three decades of supporting schools, with blended solutions designed by educators to meet students where they are and deliver the education they need and deserve. Furthermore, EdisonLearning is the largest minority-owned education services company in the United States , and certified by the National Minority Supplier Development Council, as a bona fide Minority Business Enterprise (MBE).

The company's comprehensive content, resources and support include 150+ full eCourses in core and elective subjects, plus career and technical education and social-emotional learning; actionable learning analytics dashboards and blockchain-enabled micro-credentials; and instructional services teachers and advisors who provide personalized student support. The guiding purpose behind all of EdisonLearning's work is to ensure equitable access and opportunity for each and every learner. Learn more at www.edisonlearning.com

About Game Learning

Founded by educational entrepreneur Matt Massman , Game Learning is an educational video game company and creator of award-winning educational games for Pre-K-8 Math, Science, English, and History.  Game Learning's educational video games ask players to make active, informed choices and decisions. Rather than encouraging students to memorize information, Game Learning games help students to develop and strengthen transferable, cognitive skills for life.

CONTACT: Michael Serpe , michael.serpe@edisonlearning.com

Cision View original content to download multimedia: https://www.prnewswire.com/news-releases/edisonlearning-adds-game-learning-to-its-comprehensive-online--blended-learning-content-301747782.html

SOURCE EdisonLearning

News Provided by PR Newswire via QuoteMedia

GAMING00
The Conversation (0)
East Side Games

The Office: Somehow We Manage Mobile Game Available Now

East Side Games Group (TSX: EAGR) (OTC: EAGRF) (" ESGG " or the " Company "), Canada's leading free-to-play mobile game group, in collaboration with Universal Games and Digital Platforms, announced today the worldwide launch of The Office: Somehow We Manage on iOS and Android. The free-to-play idle game is inspired by NBC's critically acclaimed, Emmy® Award-winning U.S. version of The Office which is now streaming exclusively on Peacock.

Watch the launch trailer here .

News Provided by Canada Newswire via QuoteMedia

Keep reading...Show less
NorthStar Gaming Holdings (TSXV:BET)

NorthStar Gaming Holdings


Keep reading...Show less
Person holding phone that says "GameStop" in front of stock trading charts.

GameStop Frenzy Cools, E*Trade Considers Roaring Kitty Ban

GameStop (NYSE:GME) continues to cool following a trading frenzy that drove shares up by 75 percent between the close of trading last Friday (May 31) and the start of trading on Monday (June 3).

The brief rally, which took GameStop shares to US$40.09 on Monday morning, was sparked by a Reddit (NYSE:RDDT) post made late Sunday (June 2) by an account tied to the video game retailer's most prominent supporter, Keith Gill.

Gill, who ignited the meme stock craze in 2021 and is known as Roaring Kitty on other platforms, posted a screenshot on Reddit's Superstonk subreddit that shows a purported US$175 million position in GameStop shares and call options.

Keep reading...Show less
Cell phone showing GameStop stock chart.

GameStop Surges Over 70 Percent in Flashback to 2021 Frenzy

Over three years after the infamous GameStop (NYSE:GME) short squeeze, the American retailer’s share price skyrocketed as much as 110 percent on Monday (May 13) before pulling back to a more than 70 percent gain.

The surge came on the heels of a social media post by "Roaring Kitty," also known as Keith Gill. His first online appearance since 2021 has reignited memories of the meme stock frenzy that captivated markets in 2021.

Gill, who gained notoriety for his bullish stance on GameStop, posted a meme on X (formerly Twitter) depicting a focused video gamer. It received widespread attention, accumulating over 81,000 likes and 9,000 comments in just a few hours.

Keep reading...Show less
NorthStar Gaming Chairman and CEO Michael Moskowitz.

NorthStar Gaming Leverages Content to Create Engaged, Active Players, CEO Says

NorthStar Gaming (TSXV:BET,OTCQB:NSBBF) is leveraging its rich, compelling content to better engage its customers, which ultimately leads to higher revenue, said NorthStar Chairman and CEO Michael Moskowitz, following an earlier announcement that the company is rolling out enhancements to the Sports Insights content on its platform.

“From the time that we founded NorthStar Gaming, we took the view that providing compelling content would lead to higher engagement with our customers,” he said. "And we're finding just that. We're planning to launch Sports Insights 2.0 in the first half of 2024 with redesigned sports and homepages, live scoreboards and tickers, live odds, trending topics and a greater tie-in in terms of the player journey and promotional offers that we provide to them."

Moskowitz noted that leveraging content helps attract new customers, with several media organizations using the company’s content on their own sites. “Ultimately, these articles and this content will help to create awareness around the NorthStar Bets brand and platform, and ultimately drive traffic to our site, which will convert into revenue.”

Keep reading...Show less
hand touching phone

Game-changing Prospects for the iGaming Market

iGaming has grown considerably in recent years. Driven by innovations in web technology and a changing regulatory landscape, online casinos and sportsbooks are more popular than ever.

To understand how the landscape may change moving forward, investors should assess how the industry has evolved in recent years.

Keep reading...Show less
smartphone on podium

Top Trends Shaping the Canadian iGaming Market

From emerging technologies to evolving regulations, the trajectory of iGaming has changed substantially in recent years as the market has experienced significant growth.

In 2022, Ontario's provincial government introduced game-changing legislation that established a regulatory framework for iGaming. Due to this legislation, regulated iGaming successfully displaced the unregulated market, according to Attorney General Doug Downey, creating over 1.6 million active player accounts across more than 70 operator websites as of April 2023 — just over one year following the change.

Ontario's regulation has also laid the groundwork for widespread change in the iGaming space across Canada. As iGaming continues to evolve, it's important to have a deeper understanding of both new and existing trends that will shape the industry's future, as well as regulations.

Keep reading...Show less

Latest Press Releases

Related News

×