A pilot study by Lancaster University found that game-based learning (GBL) is an effective way to teach adults to recognize and avoid e-commerce fraud. The "Smart E-Shopper Challenge" game outperformed traditional quizzes in raising fraud awareness, with participants scoring 86.7% versus 79.2%.
Read MoreThe study by Czok and Weitzel (2025) explores how Augmented Reality (AR) and Game-Based Learning (GBL) impact science education for pre-service teachers. While AR and GBL increased engagement and self-efficacy, they did not significantly outperform traditional methods in knowledge retention.
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