5 Educational Gaming Organizations to Follow

Last month I attended the Games for Change festival. I listened to many fascinating talks, learned about new educational games and spoke to many organizations and companies that are doing wonderful things with educational video games.

1. Games For Learning Institute

G4LI was established to focus on the design of digital games as tools for teaching science, technology, engineering and Math. The aim of the research is to establish design patterns for developing high impact learning games. Supported by Microsoft research and The Motorola Foundation, G4LI seeks to answer questions such as:

  • What are the key design elements that make certain games compelling, playable, and fun?
  • How do game genres differ in their educational effectiveness for specific topics and for specific learners?
  • How are games designed to best facilitate the transfer of learning to the realities of students’everyday lives?
BrainPop is a company that creates content that engages students, supports teachers and bolsters achievement. Individual, team and whole-class learning are all supported. Content is created for all subjects and all resources are fully supported by BrainPop Educators, a free teacher community. BrainPop recently added a new feature, GameUp, which highlights the best free educational games and aligns them to academic topics.
Whyville is an educational virtual world for teens and tweens aged 8 to 15. The activities on Whyville are interactive, open-ended and foster creativity. Citizens of Whyville safely socialize. learn, play, design and engage in a variety of educational activities. Teens and tweens learn about real life through virtual worlds.

Globaloria is all about students’ learning through designing games. Students develop digital literacies, STEM knowledge and global citizenship skills through game design and creation. Globaloria is being implemented  in many public, private and charter schools throughout the United States.

Funded by the U.S. Department of Education, the goal of the National Research and Development Center on Instructional Technology is to demonstrate the potential of one approach to integrating digital games into teaching to improve student understanding of phenomena that are often the subject of scientific misconceptions. Four topics are addressed: photosynthesis, heredity, electricity and heat transfer. The games are designed to supplement the teacher’s regular curriculum.


  1. These are the great education games which create interest of children toward education with fun.

  2. I’d suggest that Vkidz Inc is a leading educational game company. Their premier service, VocabularySpellingCity.com, has 25 learning games and is used by million of students every month. They also developed Science4Us.com, a leading K-2nd science educational curriculum relying on games.

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