GC: n
S: http://regency.org/t_in_act/pdf/english/business.pdf (last access: 25 April 2013); http://www.esa.int/Education/Educational_material_from_ESA (last access: 3 September 2014).
N: The field of educational materials (EM) refers to a subset of the book, games, Internet, and software publishing industries that is focused on providing resources to a variety of educational market segments. For instance, PricewaterhouseCoopers characterizes the EM sector as divided into digital and non-digital solutions (Cola, et al. 2009). At the K-12 educational level, digital solutions include a range of technologies used to enhance the delivery and the administration of K-12 education, including data management systems, web-based course and assessment materials, and online tutoring and professional development—however, we will only focus on those digital solutions products that have specific educational purposes and where knowledge is embedded in a form that can be enclosed by some form of intellectual property. Regarding non-digital solutions, we include textbooks, course packs and other supplementary materials, and various educative toys and games.
S: http://cyber.law.harvard.edu/commonsbasedresearch/Educational_Materials (last access: 10 October 2015)
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CR: educational game