Pearson, Intel Capital and Ascend Venture Group Invest in Innovative Educational Game Designer, Tabula Digita

[ 0 ] April 25, 2010 |

Pearson, the global leader in education and education technology, has extended its commitment to video games for learning by taking a minority stake in Tabula Digita, a pioneer in educational gaming technology, as part of $4.7 million Tabula Digita financing led by Intel Capital. This represents the third round or Series C funding for Tabula Digita.

For the past year, Pearson and Tabula Digita have offered 3rd – 8th grade classrooms a special line of Tabula Digita’s award winning DimensionM math series, called DimensionM Powered by Pearson. The math series, developed by Tabula Digita, is aligned to Pearson’s market-leading elementary and middle school programs: Scott Foresman-Addison Wesley enVisionMATH, Prentice Hall Middle Grades Mathematics, and Connected Math -CMP2.

In the new phase of the relationship, Pearson and Tabula Digita have agreed to deepen their partnership and develop new educational games across key content areas of the K-12 curriculum.

About 200,000 young people have enhanced their learning of mathematics through Tabula Digita games since they were introduced in 2007. Students compete to solve problems that are part of the video games, and Tabula Digita has staged tournaments in New York City, Austin, Texas, and other locations that pit elementary and middle school students against their classmates and students from other schools.

“Our partnership with Tabula Digita has shown that students and teachers are enthusiastically engaged with DimensionM,” said Pearson’s CEO for School Curriculum Peter Cohen. “With 99% of boys and 94% of girls of all racial and ethnic groups and incomes playing games, we want to engage them on their digital turf now. With the DimensionM games like Meltdown, Swarm, Obstacle Course and TowerStorm, we are right there meeting millions of kids in their digital world. Video games have captured the imaginations of our children, as confirmed by research by the Pew Charitable Trust.”

Tabula Digita CEO, Nt Etuk, said, “The investment of Pearson, the online leader in global education, validates the value that educational games bring to student learning. We will continue working with Pearson to align our games to targeted areas of their research-based curriculum programs and to bring our games to even more children here in the U.S., and around the world.”

Eileen Lento, Government and Education Strategist at Intel, said, “Tabula Digita’s educational games provide a rich landscape of adventure and challenge that appeal to today’s learners. Not only do the games engage students, the learners must exercise a skill set that closely maps to the thinking, planning, learning, and technical skills increasingly demanded by employers. This type of educational offering helps to address one of the nation’s most pressing needs — strengthening our education system and preparing workers for 21st century careers.”

Research conducted at the University of Central Florida and the University of North Carolina indicate that student performance improved significantly for those students who had access to the DimensionM math games.

Gaming currently features in about 25 products and services throughout Pearson’s businesses, including Penguin eBooks on Nintendo DS; Family Education Network’s hugely-popular Poptropica; quizzes and word games as part of the digital path of Reading Street, a reading program for young learners; and Criminal Justice Interactive, an experimental learning environment for higher education students in criminal justice.

“Gaming is a central part of Pearson’s strategy to engage people of all ages throughout our businesses,” said Genevieve Shore, Pearson’s director of digital strategy. “We are very excited to extend our partnership with Tabula Digita, which will help us reach more young people eager to learn while having fun through games.”

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Category: K-12

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