GraphoGame, a game supporting children in learning and developing their mother tongue, is the first Finnish company to receive the UNESCO King Sejong Literacy Prize this autumn. The literacy software and e-leaning methodology GraphoGame was awarded as a result of decades of research and development.
Read MoreMaking "Fortune tellers" - a folded paper game children hold on their fingers and thumbs and practice counting and "Telling fortunes" with - has been a time-treasured craft and play activity for generations across cultures. This single activity integrates and provides a context for children to acquire and apply key concepts and skills from important domains of early development.
Read MoreEducators have leaned into game-based learning to try address maths literacy challenges among South African children.
Read MoreA cornerstone of SEI's water planning work is to solicit the input of a wide variety of parties in a given watershed to help foster buy-in and understanding of newly developed water management plans.
Read MoreImproving the environmental health literacy of youth through engaging serious games offers one critical approach to addressing these challenges. Environmental themed games for youth have focused primarily on climate change and not on the daily environment youth face.
Read MoreWith Ofcom revealing six in ten children played games online in 2021, what might the use of video gaming in the classroom look like to engage students with a model they're already invested in?
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