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DAILYTECH: PARENTS FIGHT TO BAN EDUCATIONAL MATH GAME

Albequerque, New Mexico, June 8, 2010 - Video games have their perpetual enemies -- poor adaptation, perverts, and slipping release deadlines. However, perhaps the most insidious foe of video games is the perennial cry to ban games because they are too "violent", too "addictive", or feature too many "adult themes."

Albuquerque, New Mexico fell victim to this familiar foe when it tried to educate children using a mathematics-themed video game. The local schools received a Department of Defense grant to deploy Tabula Digita's DimensionM to local schools, to help bump up children's math test scores.



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KOTAKU: EDUCATIONAL VIDEO GAME UPSETS PARENTS

June 7, 2010 - An action-packed math game students enjoy playing is a little too fun for some parents of the Albuquerque schools, one of whom went as far as accusing it of fostering video games addiction.

KOAT-TV of Albuquerque ran a piece earlier about DimensionM, an edutainment game produced by Tabula Digita, which promises "all the action and adventure of commercial-quality video games while practicing and reinforcing the skills they need to succeed in math." The game's use in local schools is fully funded by a Department of Defense grant. So, free game, kids are happy, schools are happy, everyone's happy, right?



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CRAIN'S NEW YORK: TOP ENTREPRENEURS OF 2010

Tabula Digita founder and CEO named one of Crain's Top 6 Entrepreneurs.  

New York, June 2010 - Ntiedo “Nt” Etuk’s aha moment did more than turn him into an entrepreneur. A Big Brother volunteer, he was dismissed by his little brother’s mother. Her son had lamented that he never had fun with Mr. Etuk, since they spent their time together doing math. “He was an example of a larger generation of kids not engaged in learning but in video games,” says Mr. Etuk.

That realization spurred him to launch a software company that turns kids on to learning, even subjects that aren’t their strongest or favorite, such as science and math. Its key ingredient is fun, in the form of 3-D graphics and sound that seem more like Xbox than Learning Library, multiplayer capabilities that allow students to see their competitors, and running tallies of scores.

 



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THE JOURNAL: WHAT'S YOUR GAME PLAN?

Implementing a program to bring video games into instruction requires thoughtful preparation. Success hinges on appealing to game-savvy students, fretful teachers, and dubious parents and administrators.



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A HARLEM MIDDLE SCHOOL BETS ON TECHNOLOGY

New York, April 28, 2010 - Visit the common room of Global Technology Preparatory, a new middle school in Harlem, almost any morning of the week, and by 8:30 a.m., 15 minutes before the official start of school, you will find most of the school's 60 or so students, neatly dressed in blue and khaki uniforms. Some sprawl on the floor, some lounge in beanbag chairs, their laptops propped in their laps or on the floor. Groups of boys play DimensionM, a competitive math video game, while some check their e-mail. A small group of girls, noses in old-fashioned printed books, form a reading circle in one corner.

Attendance, the bane of many schools that, like Global Tech, serve a community of mostly poor minority kids, is not a problem here.



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INTEL CAPITAL AND ASCEND VENTURE GROUP INVEST IN INNOVATIVE EDUCATIONAL GAME DESIGNER, TABULA DIGITA

Pearson extends commitment to video games for learning. 


New York, April 21, 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.    


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CSRWIRE: ASPEN INSTITUTE NAMES EMERGING LEADERS AS 2010 HENRY CROWN FELLOWS

March 25, 2010 - The Aspen Institute's Henry Crown Fellowship Program today announced its 2010 Class of Henry Crown Fellows.

The Henry Crown Fellowship is designed to engage the next generation of leaders in the challenge of community-spirited leadership. It brings together entrepreneurial young executives and professionals under age 45 who have already achieved conspicuous success in their chosen fields and are at a point of inflection in their lives and careers. The two-year program comprises a structured series of four seminars and each Fellow will undertake an individual leadership project.


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THE POST AND COURIER: A NEW DIMENSION - VIDEO GAME HELPS REINFORCE STUDENTS' MATH LESSONS


February 24, 2010 - Seventh-graders at Gregg Middle School are getting hooked on math with the help of an immersive computer game called "DimensionM."

This is the first year the school is incorporating the video game into the math curriculum, and according to educators and students, it motivates learning and reinforces skills taught in the classroom.

"DimensionM," developed by Tabula Digita, is a first-person shooter and action game, which means players can control their in-game movements through their character's eyes. Players must solve pre-algebra and algebra puzzles that are woven into the gameplay to advance in the story.


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THEJOURNAL: VIDEO GAME PREPARES TEXAS DISTRICT FOR STATE TEST

January 20, 2010 - Austin Independent School District (AISD) in Texas is expanding the use of the DimensionM educational video games to seven middle schools and 15 charter schools. The expansion is part of an effort by the district to find innovative ways to help its students prepare for the Texas Assessment of Knowledge and Skills (TAKS) standardized test that all eighth-graders must pass in order to advance to the ninth grade

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NY TIMES: EDUCATIONAL VIDEO GAMES MIX COOL WITH PURPOSE

New York, November 1, 2009 - One of KC Phillips's favorite video games is the Xbox shoot-'em-up Halo, because, he says, his dad taught him how to play it when he was younger. Now 15 and a high school sophomore in Madison, Wis., KC views the game with a more discerning eye. 

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FORBES: THE LONG ROAD TO EDUTAINMENT

New York, August 14, 2009 - An entrepreneur's arduous journey to build educational games company Tabula Digita.

Born of a Nigerian father and a Bahamian mother, Ntiedo Etuk's story starts off on an exotic note. Layer on top of that a degree each from Cornell and Columbia, a stint at Citigroup and then the proverbial entrepreneurial bug. "I accomplished everything I set out to do, yet I still felt that there was a huge hole in me because I was not running my own company," Etuk recalls, telling the story of the birth, nurturing and several near death experiences with Tabula Digita. Etuk left his job at Citigroup ( C - news - people ) to go full-time with Tabula Digita, an educational gaming company. The company had raised $437,000 from family and friends in 2003, but by 2005 Tabula Digita had $10,000 left in the bank.


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WASHINGTON POST: MORE AND MORE, SCHOOLS GOT GAME

New York, November 1, 2009 - Teachers Turn to Simulation, Other Software for Variety of Lessons.

Lifelong gamer Russell Alford, 15, usually has to wait until his homework and chores are finished before he can play Call of Duty 4, but this semester he got to play another video game at school. His finance class at Marshall High School in Fairfax County designed avatars and saved a virtual city from an oil spill - earning points for teamwork, research on the world's water supply, business ethics and negotiating skills. 


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MMISCHOOLS: EDUCATIONAL GAMING-FROM EDUTAINMENT TO BONA FIDE 21ST-CENTURY TEACHING TOOL

November 1,2008 - There are approximately 145 million video game players in the U.S. today. The average age of a game player is 33 years old (recently graduated teachers are part of this demographic). Of our 53 million K-12 students, 51 million of them (or 93%) play video games.

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NY TIMES: VIDEO GAME HELPS MATH STUDENTS VANQUISH AN ARCHFIEND: ALGEBRA

October 8,2008 The eighth-grade math class at Intermediate School 30 in Bay Ridge, Brooklyn, sounded like a video arcade on Monday morning as 30 students zoomed through virtual tunnels and zapped competitors with a blue freezing light. Then all action stopped as an algebra problem popped on screen: What is the slope-intercept formula for points A and B? 

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MACWORLD: THE 22nd ANNUAL EDITORS' CHOICE AWARDS OUR 29 FAVORITE HARDWARE, SOFTWARE, AND ONLINE PRODUCTS OF 2006

Every year, Macworld reviews hundreds of products, everything from Apple's newest desktops and laptops to smaller utilities from smaller developers that do things you never thought you needed done. But which ones were the most useful or innovative? Which ones will we still be using a year from now? Which ones were really the best-in terms of both quality and value? Answering these questions is what the Editors' Choice Awards are all about.

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MACWORLD: DIMENXIAN ALGEBRA-BASED FIRST-PERSON SHOOTER IS A REAL BLAST BY PETER COHEN

Let me say at the outset that I'm no math wizard-I repeated algebra three times in high school (which, come to think of it, may be why I write for a living). But at the same time I was flunking those high school math courses, I was playing games. If something like Dimenxian had been around back then, maybe I would have had to take algebra only once.

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