UXP_FB_Logo copy.jpg

News

Software tool tracks student behavior in educational games to boost collaborative learning

Researchers developed real-time software tools to analyze student behavior in the educational game EcoJourneys, aiming to assess and improve collaborative problem-solving (CPS) skills. By tracking every in-game action of 61 middle school students, they identified behavior patterns linked to learning outcomes.

Read More
'I know I would play our game': Students develop board games, entrepreneurial skills at QU workshop

At Quincy University’s first High School Entrepreneurship Workshop and Team Challenge, 38 students formed teams to create and pitch original board games about starting and running a business. Starting with blank game kits, students developed unique concepts, gaining hands-on experience in creativity, teamwork, and product development.

Read More
Gamified building sites provide safer, more accessible learning opportunities for construction students

The University of South Australia is revolutionizing construction education through SiteSeer, a gamified virtual learning environment that allows students to explore construction sites digitally. Developed to overcome logistical, safety, and accessibility issues associated with physical site visits, SiteSeer builds on the earlier OnSite platform launched in 2015.

Read More
The Gamification Dilemma: To Play, Or Not To Play?

Gamification is widespread, but its success depends on thoughtful design and context. While it can boost engagement through rewards and motivation, poorly implemented gamification can backfire, as seen with Robinhood, United Airlines, and Amazon. These failures show that games should not replace meaningful compensation or safe conditions.

Read More
Software tool tracks student behavior in educational games to boost collaborative learning

Researchers at NC State and Indiana University developed real-time software tools that analyze student behavior in the educational game EcoJourneys to assess collaborative problem-solving (CPS) skills. The system tracks every student action, using statistical models to identify behavior patterns linked to learning outcomes.

Read More
New Tech Tracks Student Behavior in Educational Games to Boost Collaborative Learning

Researchers developed real-time software tools that analyze student behavior in the educational game EcoJourneys to assess and support collaborative problem-solving (CPS) skills in middle school students. By logging student actions and applying statistical modeling, the system identifies behavior patterns linked to learning outcomes.

Read More
Q and A with the experts: How games trick you into playing – and paying

Deceptive game design uses tactics like hidden real-world costs, loot boxes, and default payment settings to manipulate players—often leading to unplanned spending and addictive behaviors. Hilda Hadan, a Ph.D. candidate in Systems Design Engineering at the University of Waterloo, explains how in-game currencies, FOMO, and privacy risks affect users.

Read More
Gaming for good: Republic Poly students create games to let you experience life in a wheelchair

Republic Polytechnic students collaborated with the Muscular Dystrophy Association of Singapore to design games that raise awareness of mobility challenges faced by wheelchair users. One game, Mall Time Crunch, intentionally featured difficult navigation to mimic real-life obstacles, encouraging empathy through gameplay.

Read More
Roll To Hit: Comparative Mathematical Probability In Tabletop Role-playing Games

The article "Roll to Hit: Comparative Mathematical Probability in Tabletop Role-Playing Games" examines how different dice mechanics influence combat outcomes in TTRPGs. By analyzing starting characters across various systems, the authors demonstrate that the underlying probability structures—such as flat distributions.

Read More