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After nearly 28 years, The Communication Initiative (The CI) Global is entering a new chapter. Following a period of transition, the global website has been transferred to the University of the Witwatersrand (Wits) in South Africa, where it will be administered by the Social and Behaviour Change Communication Division. Wits' commitment to social change and justice makes it a trusted steward for The CI's legacy and future.
 
Co-founder Victoria Martin is pleased to see this work continue under Wits' leadership. Victoria knows that co-founder Warren Feek (1953–2024) would have felt deep pride in The CI Global's Africa-led direction.
 
We honour the team and partners who sustained The CI for decades. Meanwhile, La Iniciativa de Comunicación (CILA) continues independently at cila.comminitcila.com and is linked with The CI Global site.
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Gamesandlearning.org

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What kind of apps are available in the Education category? What are some lessons learned from the 'edutainment' era? How do teachers use games in the classroom?"

These are some of the questions addressed within this resource for people interested in developing, creating, and funding new educational games for children and young adults. Launched in February 2014, Gamesandlearning.org purports to provide "an unbiased source for research to help those producers and funders who want their games to 'do good' and to assess what has and has not worked." With support from the Bill & Melinda Gates Foundation, it is operated by the Joan Ganz Cooney Center at Sesame Workshop and is a project of the Games and Learning Publishing Council (GLPC), a group of leaders and investors in game-based learning. The goal is to map and track the evolving games-based learning field from both a supply and demand perspective, as well as to make connections across sectors, give voice to practitioners' concerns, and provide new tools for applying inventive approaches in real-life settings.

Specifically, the resource offers:

  • Market snapshots - brief reports designed to explain the potential markets for new games, including size, challenges, and opportunities.
  • Translation of research - reports that offer "possible takeaways that are often hidden in academic journals and highlight the best new research."
  • Explainers - reports that explain "some of the more arcane and jargon-filled aspects of the educational games market, introducing and analyzing key trends."
  • Commentaries that track "the thinking of some of the leaders in the industry" through op-eds and audio interviews.

Publishers

Source

Email from Michael Levine to The Communication Initiative on December 31 2013; "Introducing gamesandlearning.org", by Catherine Jhee, February 5 2014 (accessed April 4 2014); and Gamesandlearning.org, accessed April 4 2014.