Big Deal Media

Gamification/Game-Based Learning

Games that support learning; teaching that uses games to increase student engagement and participation.

integrating arts into the curriculum

Feb 01, 2019


Tool for Creating Arts-Integrated Curricula

The Phillips Collection’s education team collaborated with K–12 teachers and researchers to develop Prism.K12, an innovative teaching tool for K–12 teachers—of any subject—to create rich arts-integrated curricula. Prism.K12 helps teachers enhance current lessons or build new ones from scratch.

Robotic workshops for educators

Feb 01, 2019


Inquiry-based, Learning-by-Doing Robotics Activity

The Botball Educational Robotics Program engages middle school and high school students in a team-oriented robotics competition and serves as a way to meet the Next Generation Science and Common Core Standards.

ecology game

Feb 01, 2019


App Exploring Ecosystems Through Puzzles

Habitactics is an iOS app from Touch Press that introduces students to wild animal and science facts as they solve Match-3–style puzzles. Students travel the world to explore different environments, including the deserts of the Sahara, the rainforests of South America, and the waters of the Atlantic Ocean.

Virtual Lab Practice

Feb 01, 2019


Playful Engagement with Chemistry Lab Equipment in Virtual Reality

HoloLAB Champions is an immersive virtual reality lab practice game show created by Schell Games with support of the Institute of Education Sciences (part of the US Department of Education) and the Small Business Innovation Research program.

Jan 15, 2019


Simulation of a Year in the Life of Henry David Thoreau

In 2018, in celebration of Henry David Thoreau’s 200th birthday, a team from the Game Innovation Lab at University of Southern California released a game that translates Thoreau’s Walden into a video game format. Across six hours of playtime, players live as Thoreau did. They build a cabin, clear the bean fields, and see the world through his eyes. 


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