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How The Furniture For School Classroom Has Evolved?

While technology evolves on a daily basis, it isn’t surprising to see how classrooms have changed in the past years. The devices of previous years that have populated the classroom environments have long been replacedwith newer ones. You’ll see that the furniture for school classroom and the learning space have also changed over time.

The desk in any form has been the focus of a classroom since the 1800s. Even a standing desk was used as early as 1899. However, the design of a standard classroom has the desks facing the front of the room and it has always been the same. Educators are trying to explore ways of the classroom design and the furniture for school classroom to influence the learning of the students.

How Students Thrive with Standing Desks

Recent medical studies show the dangers of students sitting in the classroom for longer hours. It’s why some institutions use desks that let them stand for some parts of the day. There are school furniture companies that have collaborated with schools to provide the right furniture for school classroom environment. And the schools’ feedbacks revealed they are durable, easy to adjust and move the height, and have added features especially made for students, like storage.

How Flexible Learning Spaces Can Reinforce Creativity and Collaboration

The school must invest in lightweight desks that can be easily moved for a collaborative learning of the students. The main purpose of the furniture for school classroom is to build a learning space, whether it’s for a classroom, hallway or the locker bays. It’s important that the classroom furniture is flexible and will cultivate the students to learn their lessons.

The best individuals to inform school management about furniture for school classroom are the teachers. They have worked, collaborated and communicated with the students to make them learn. The next move is to add some creativity. They can encourage some development by use of active learning. That’s why the school needs to redesign the classroom spaces and furniture to make an active learning.

Children are happy to enter a different room with the right furniture for school classroom. They are more inspired to learn their lessons and how teachers do their teaching. Also, with the help of mobile devices, educators can take the learning steps to other types of environment.

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Americans Spent Over $43B On Video Games In 2018

Americans clearly love their games, whether it’s cheap games or premium games, as shown by a recent report from the Entertainment Software Association and the NPD Group, published early January 2019.

According to their data, American gamers accounted for a whopping $43.4 billion in revenue for the US video game industry for the year of 2018. This number is an 18% increase in revenue from 2017’s number of $36.9 billion, according to data from the market intelligent company, Sensor Tower.

Divided up by their source, hardware revenue accounted for $7.5 billion, a 15% growth from the $6.5 billion recorded by 2017. Software sales revenue, which included physical and digital sales, as well as in-game purchases and subscriptions, accounted for $35.8 billion, which is a growth of 18% from 2017’s $30.4 billion.

Acting ESA President and CEO Stanley Pierre-Louis said that the economic growth that the video game industry is experiencing is a reflection of its growth as a part of mainstream American culture. Across the country, people of all backgrounds, and of all ages can be counted as some of the most passionate video gamers and fans. Interactive entertainment, he says, has now become the most influential form of entertainment in America.

Video Games Industry Analyst Mat Piscatella, the NPD Group, says that 2018 was another record setting year for the US’s video game industry, thanks to consumer spending going up by 18%, past $43 billion. He says that, whether it was playing on the go with a mobile device or at home on a PC or console, consumers across the country, of all ages and interests, found something from the video game industry to match their needs whether it’s cheap games on the PC or free-to-play games on mobile. All platforms; console, PC, and mobile, saw significant growth, alongside developments in the market’s portions, like subscription and streaming services.

According to a report from the NPD Group released early 2019, the number of mobile gamers in North America went up by 5% in 2018, all amounting to the largest segment of profit within the gaming industry. Piscatella says that this is because there’s a lot of variety when it comes to mobile gaming, with games for all sorts of demographic available on the platform.

 

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