Are we already nearing the end of iPads in classrooms?

This month, Google introduced to the world Google Play for Education, positioning android devices to potentially challenge the current domination of iPads in classrooms.

And what does that mean for education apps and elearning games developers like Savivo?

While invitations have been splashed on across the industry for apps development studios to develop and submit their education apps, Savivo, we are already ready.

Our Preschool English app that had rocked the charts in China app store is making its way to its android version. So is our bestselling web-based Mingoville English virtual world that has already over 2 million registered users!

Without a doubt, we cannot wait for the party to start as, Google, you can count on us to turn up in our best suits no less.

TechCrunch: With Google Play for Education, Google Looks To Challenge Apple’s Dominance In The Classroom

Gamification in Education – Unveiling its Potential

Mashable recently published an intriguing article on the use of “gamification” in education, highlighting its success, which sits perfectly with Mingoville’s learning philosophy in creating our “learn-through-play” e-learning products that are used in classrooms in several countries today.

As advocators of (virtual) gamification in education, Mingoville embraces a learning philosophy where learning is both self-directed and learner-centered in designing our e-learning platforms – Mingoville English and Mondiso Maths – both have tasted success.

However, while Mingoville English and Mondiso Math universes both had gamification applied in their development process, we went one step further, and have found the success of our platforms to hinge on the high quality of animation characters and real voice actors.

Developing them, took over a million dollars but we believe it’s worth it. As it currently stands, our belief stems from understanding how gamification in education offers a holistic and cohesive learning approach as online learning materials are often fragmented and text-based.

Our cohesive and dialogue-based game design approach not only enables a learner to begin to take ownership of their learning at a young age but is also an excellent trigger for focus and for lifelong learning. True learning is often inspired, gamification in education can do just that.

Yet as one of the pioneers in virtual gamification in education, we say to reach the full potential of gamification, virtually at least, requires for game developers to pay attention to the quality of the multi-sensory experience in developing its equally high quality cohesive content.

Mashable.com: Does Gamification Help Classroom Learning?