Anyone who tries to make a distinction between education and entertainment doesn’t know the first thing about either.
- Marshall McLuhan, 1967



TeacherGaming LLC first began bringing games to classrooms with MinecraftEdu in 2011 with the aim to make the game more approachable for teachers with varying levels of technological knowledge. We were inspired by our own experiences in the classroom and soon discovered we weren’t alone.

Based on feedback from our teacher community, MinecraftEdu had teacher tools, which helped to control the classroom environment as well as facilitate the students’ progress in the game more efficiently. The active community created hundreds of lesson, gave speeches at conferences and spread the message of using games in education.

After the success with MinecraftEdu, TeacherGaming LLC launched KerbalEdu, STEM-learning tool in December 2014. Now in 2016, we have enabled 15 000 schools around the world tap into the world of entertainment games and with the launch of TG Store, we hope to expand the number of available games and the number of schools even further.

There is no reason that a generation that can memorize 100 Pokemon characters with all their characteristics, history, and evolution can’t learn the names, populations, capitals and relationships of all the 101 nations in the world.
- Marc Prensky, 2001


Games and learning go hand in hand; learning through play and games, whether they are physical or digital, is an innate part of us as humans. Bringing that connection to formal education is the quest we started on back in 2011. Schools and teachers face a lot of hurdles when it comes to adopting games in education and it’s our job to help them overcome those problems.

We believe games hold an immense potential for learning and by hand-picking the best of the best to our curated catalogue of games, we can help children all over the world rediscover the joy of learning.

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