Finland-based School of Gaming (SOG) has grown from three to nine staff in 2025, offering online after-school activities, clubs, and camps for children aged 7–18 using Minecraft and other games to promote learning. As a Microsoft-certified Minecraft Education Edition partner, SOG emphasizes game-based learning to develop personal and social skills while fostering positive gaming culture.
Read MoreArizona State University (ASU) has partnered with Aethir, a global leader in AI infrastructure, to advance the use of AI and blockchain in education through ASU’s Endless Games and Learning Lab. Aethir will provide up to $3 million in computing resources to support student-led projects and research beginning in 2025–26.
Read MoreA randomized controlled study in Brazil examined the effects of Cucca Curiosa, a game-based cognitive training program, on executive functioning and math performance in 112 children aged 7 to 10. Over one week, the experimental group completed five short sessions of the game, which targeted skills like working memory, inhibitory control, and cognitive flexibility.
Read MoreDr. Philip Fabrizio, a Physical Therapy professor at PCOM Georgia, enhances anatomy education by blending traditional teaching with analog, interactive games. His hands-on, peer-based approach avoids digital methods, encouraging active student participation.
Read MoreUK higher education is seeing a 6% decline in enrolment, prompting universities to adopt gamification and game-based learning to boost student engagement and retention. Gamification uses elements like badges and leaderboards, while game-based learning involves immersive simulations.
Read MoreSince 2020, McKinsey's Game-Based Innovation Lab (GBIL), formed after acquiring Imbellus, has been developing digital games for recruiting and professional development. Their first game, Sea Wolf, is part of the Solve assessment, used to evaluate analytical thinking in over 300,000 candidates annually.
Read MoreGame-based learning transforms corporate training by replacing passive content with active skill development. Leveraging motivation, competition, and interactive challenges, it boosts engagement, retention, and real-world application.
Read MoreResearchers 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 MoreGame-Based Learning is revolutionizing secondary education by blending interactive play with academic content to boost student motivation, engagement, and retention. This approach fosters critical thinking, teamwork, and creativity, especially helpful for tackling complex subjects.
Read MoreA study by Dr. Ani Atanasova at "St. St. Cyril and Methodius Primary School" in Smolyan, Bulgaria, investigates the effects of game-based learning on student engagement and academic performance. Utilizing Pixelhunters' Multiplayer Team Training Platform, the research focused on 4th and 6th graders in math and Bulgarian language.
Read MoreMath anxiety is prevalent due to traditional teaching methods that lack practical relevance, leading to disengagement and fear. Vidya Jayaraman's startup, Inteligen, aims to tackle this by making math learning enjoyable through game-based approaches.
Read MoreUC San Diego researcher Neil Smith received a $50,000 CA CARES grant to develop “The Climate Games,” a video game aimed at raising climate change awareness. The project, initially created in a class where students made mini-games about climate impacts on vulnerable communities, will be further developed with the grant.
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