The growth of the testing market and major district purchases of digital devices were among the biggest trends affecting the K-12 marketplace in 2014.
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December 19, 2014
December 04, 2014
"Disney Imagicademy" was launched today by Disney Publishing Worldwide, part of an education initiative for young children that will incorporate apps, books, and toys.
September 15, 2014
A Microsoft official pledges that the company, in acquiring the developer of Minecraft, will "nurture and grow" the enormously popular video game.
September 11, 2014
The U.S.-based technology giant may be seeking to purchase the company that created the wildly popular game Minecraft, which has become a hit among children, adults, and some teachers who weave it into instruction.
September 10, 2014
"Twelve a Dozen," is Amplify's first attempt to sell directly into the consumer space, as opposed to going after buyers based in K-12 districts.
September 02, 2014
An NFL executive recently said that fantasy football, a popular game, can be a valuable educational tool in teaching math.
August 14, 2014
Instructure, a company that makes learning management systems, has unveiled a MOOC and an app designed to help teachers become more familiar with Minecraft and integrate the game into classes.
July 14, 2014
The U.S. Education Department's research agency will help 15 new education entrepreneurs conduct research and development for interventions in science, language arts and other areas.
July 07, 2014
College faculty at Marian University have created a method for judging education apps by research standards.
April 10, 2014
Twenty-five percent of high school students in school wide Title 1 programs said they had a school-provided tablet, while 13 percent of non-Title 1 students had that type of device, according to a Project Tomorrow survey.