Pearson, mLevel partner to increase student engagement

March 2nd, 2016


Partnership integrates learning games with business course content to produce higher retention

student-engagementPearson has formed a partnership in the Business Higher Education sector with mLevel, which develops programs that enhance learning through interactive, game-based experiences, to increase student engagement in business education courses.

Through the partnership, Pearson’s Introduction to Business course content will be integrated with Learning Games, powered by mLevel’s gamification technology, which aims to produce higher retention than traditional instruction.

“Our new partnership with mLevel accelerates innovation in the Business curriculum in a number of ways. Their unique technology employs many gamification or “serious game” techniques to deepen student engagement both intrinsically, through aspects such as level-progression, and extrinsically through features such as their leaderboard. We believe this higher level of engagement will both enhance students’ course experience while improving their academic performance, said Paul Corey, managing director, Higher Education Courseware. “We are well into the knowledge-worker era, and for today’s graduates we have a social responsibility to ensure that learner gains translate directly to employability skills of the 21st century workplace. Our partnership contributes to this cause by fostering decision-making skills, as well as skills around knowledge transfer and application in what is a dynamic and fun learning environment.”

“We are excited about our partnership with Pearson, as it allows us to be a key part of educating today’s students on important business skills that they will require to be successful and productive members of tomorrow’s workforce,” said Jordan Fladell, executive vice president, mLevel.

Educators are recognizing the benefits of incorporating interactive gamification technology into their business course curriculum to enhance the learning experience for students.

“As students enter the classroom, it is important to introduce material that they can relate to. They are eager to engage using their mobile device and that’s what makes the use of technology such a great asset for my course.

Using interactive gamification technology motivated my students to come to class and challenged their participation with each other, which was great,” said Caroline G. Yarbrough, assistant professor, Business & Technology Division, Delgado Community College.

“Gamifying the learning process reached students more effectively than the most dynamic lecture,” said Ted Tedmon, educator, North Idaho College.

mLevel’s game-based learning technology leverages leaderboards, badges and social learning interactions to help keep students motivated. In addition, the Learning Games can be securely used on nearly any smartphone, tablet or computer, enabling today’s learners to access their digital course content anytime and anywhere.

Material from a press release was used in this report.

About the Author:

Laura Devaney

Laura Devaney is the Director of News for eSchool Media. She is a graduate of the University of Maryland's Philip Merrill College of Journalism. When she isn't wrangling her two children, Laura enjoys running, photography, home improvement, and rooting for the Terps. Find Laura on Twitter: @eSN_Laura

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