Video Games in Schools to Help Millions of Students Improve Math Skills

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Wed Jan 21, 2009 2:40pm EST

Pearson and Tabula Digita Partner to Link DimensionM Educational Games to
Nation's #1 Math Program

ORLANDO, Fla., Jan. 21 /PRNewswire/ -- Millions of students around the country
will now have the opportunity to leverage their mastery of video game skills
to raise their math scores thanks to a creative partnership between Tabula
Digita and the education publisher Pearson. Tabula Digita will create
customized versions of its award-winning DimensionM(TM) educational video
games aligned directly to the math curriculum in Scott Foresman-Addison
WesleyenVisionMATH, the nation's bestselling elementary math program, and
Pearson's two middle school programs, Prentice Hall Math and Connected
Mathematics (CMP2).  

Announced this week at the 2009 Florida Educational Technology Conference
(FETC) in Orlando, the new DimensionM Powered by Pearson games will be
available for the 2009-2010 school year. Educators will have the opportunity
to sample the DimensionM games and test their math skills in a video game
tournament being held this week at the conference.

DimensionM meets today's digital students in the world they live in with a
highly interactive 3D gaming format just like other popular video games they
play every day. The games take students on action-packed missions in a virtual
reality environment that is exciting and motivating -- and while they are
having fun, kids are learning math and developing critical thinking and
problem solving skills.

"Research shows that when kids learn in an engaging, motivating environment
with research-based, standards-aligned curriculum, their test scores soar,"
said Mike Evans, Pearson's senior vice president for mathematics. "What better
way to engage young learners than with the video games that they love
customized to teach the critical math concepts that they will need to be
successful in our 21st century economy?"

Indeed, a study conducted by researchers from the University of Central
Florida demonstrated that students who played Tabula Digita video games over
an 18-week period scored significantly higher on district math benchmark tests
than their peers who did not play the video games.

Tabula Digita CEO and co-founder Ntiedo Etuk said, "We are witnessing a
tremendous paradigm shift in the industry. With the Pearson partnership, we
now have the world's leading education publisher recognizing the power and
potential of these innovations. Educational gaming tools have turned the
corner, moving from a niche product to a mainstream tool districts must have
to fully engage the 21st century child."

Evans said, "We joined with Tabula Digita, the market leader in development of
educational video games, because we shared a vision to align gaming with
award-winning math curriculum." He added, "DimensionM perfectly complements
Pearson's elementary and middle school mathematics programs including our
top-selling enVisionMATH, designed with engaging components that meet our
digital kids on their own turf."

Four years in the making, enVisionMATH is a research-based program that blends
visual animations and compelling graphic text centered on conceptual
understanding and helping students develop their reasoning ability for
problem-solving -- the critical foundation for higher level math they will
need to succeed in college and in their careers. Published in both English and
Spanish, enVisionMATH's strong, visual learning design includes a Visual
Learning Bridge in each lesson, with step-by-step visuals that bridge the gap
between the interactive learning activity and guided practice. 

"Together Tabula Digita and Pearson are leading the education industry by
incorporating the power of educational gaming and award-winning math
curriculum," said Etuk.

About Pearson
Pearson (NYSE: PSO), the global leader in education and education technology,
reaches and engages today's digital natives with effective and personalized
learning, as well as dedicated professional development for their teachers.
This commitment is demonstrated in the company's investment in innovative
print and digital education materials for preK through college, student
information systems and learning management systems, teacher professional
development, career certification programs, and testing and assessment
products that set the standard for the industry. The company's respected
brands include Scott Foresman, Prentice Hall, Addison Wesley, Benjamin
Cummings, PEMSolutions, Stanford 10, SuccessNet, MyLabs, PowerSchool,
SuccessMaker, and many others. Pearson's comprehensive offerings help inform
targeted instruction and intervention so that success is within reach of every
student at every level of education. Pearson's commitment to education for all
is supported by the global philanthropic initiatives of the Pearson
Foundation. Pearson's other primary businesses include the Financial Times
Group and the Penguin Group. For more information, go to www.pearson.com.

For more information about Pearson's math curriculum products, visit
www.pearsonschool.com.

About Tabula Digita
Tabula Digita is an educational video game company focused on delivering
innovative and effective educational games to students and institutions.
Through its fusion of education and technology-based immersive learning
systems, Tabula Digita successfully offers standards-based, high impact
educational tools that engage elementary, middle school and high school
students in learning. For more information, please call 1-888-9-Tabula or
1-888-982-2852, or visit www.DimensionM.com.


SOURCE  Tabula Digita

For Pearson: kate.miller@pearson.com, 800-745-8489 or lwolfe@lwolfe.com,
+1-773-227-1049; or for Tabula Digita: Leslie@EicherCommunications.com,
+1-314-965-1776
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