Edbetter

Edbetter

Making Learning Fun

Game-based Learning. Why?

“We know games can engage kids to learn, so let’s use games for real learning, and let’s use games to advance girls’ learning, interest, and aspirations in STEM.

Tayloe Washburn, dean and CEO of Northeastern’s GAMES THE KEY TO GIRLS’ STEM EDUCATION

“Traditional learning has provided superficial learning through text books. Games are best at teaching a deeper level of learning.

Eric Klopfer, the Director of the MIT Scheller Teacher Education Program The Learning Power of Games!

When we are told to learn something like a course and given lectures, We feel bored and think of it as a necessary evil than enjoying it. But when the learning is mixed with interaction, play, competition with friends, and assessment it gets more interesting and tends to get more engaging and involving.

When we make sure that the student does not advance to the next game/quiz until he has achieved full understanding ensures mastery of learning.

Learning via games also helps the case of blended learning strategy, where it helps teachers in enhancing their new ideas of innovating learning in the classroom with visual aids, active participation, healthy competitions among kids and awards.

Why going mobile?

“Mobile experiences are so central to how we live, work and play and with consumers spending 3 hours a day on mobile, it’s clear how vital this platform is for all businesses in 2019 and beyond”.

App Annie

App Annie, the leading global provider for mobile data and analytics, in its annual The State of Mobile in 2019 report found:

  • Mobile Dominates Worldwide: Consumers downloaded 194 billion apps in 2018, spent $101 billion in app stores, and averaged three hours per day on mobile. Time spent in-app grew 50% from 2016 to 2018; downloads up 35% over the same period.
  • Mobile Is Non-Negotiable for Gen Z: Members of Generation Z (ages 16 to 24) spend 20% more time in apps than the rest of the population.
  • Mobile Gaming Goes Global: Mobile games grew faster than console, PC and online and handheld games in 2018 and is expected to reach 60% market share in-game spend across all platforms in 2019.