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This computer programming language was popular in the mid 1960's and taught users how to program and use mathematical concepts to move a turtle around a screen to produce different geometric shapes -
The Sumerian Game, recognized as the world's first narrative educational video game was launched in 1968. The game used a combination of projectors, cassette tapes, and an IBM 1050 terminal where players made decisions about supplies and crises in their kingdom. -
Not a game, but a gaming platform, the launch of the Apple II and eventual IIe computer allowed users to play a variety of games via floppy disks. -
Not a game, but one of the most important inventions for gaming in education was the CD-ROM. The increased storage and graphic capability added tremendous new options for gamification and learning. -
From 1985-1989, an explosion of computer based games emerged in education. Names like: Oregon Trail, Odell Lake, Number Munchers, and SimCity were popular tools in classrooms. -
One of the most iconic games of the 1990's, Civilization allowed users to develop strategies and create empires using historical civilizations. Users learned places, people, and cultural artifacts from around the world. The game became popular in Social Studies and History classes! -
In late 1991, the WWW was officially launched, which would eventually allow gaming users to connect with other users and platforms for cooperative gaming and team gaming. -
In 1999 the first educational game "Whyville" was launched for elementary students that combined education with virtual reality. This game would set the stage for many future VR adventures! -
In 2005, Nintendo launched the Brain Age series, one of the world's first neuroscience games. Players would complete puzzles, use memory, and other tasks that would challenge the brain and enhance learning. -
In the 2010's and explosion of social gaming hit the world. Games like Math Blaster, and Mindcraft took gamers by storm. Specifically, Minecraft: Education Edition allowed users to combine teamwork and problem-solving skills in highly creative digital environments. -
With cellphones and tablets becoming more mainstream, educational apps have expanded at all levels of education. Language learning apps like Duolingo have become a staple in adult learning.