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Turning online games into teaching tool

A recent announcement by the National Press and Publication Administration in China restricts the playing of video games to a maximum of one hour a day between 8pm and 9pm on weekends and holidays. A previous report comparing video games to "Spiritual opium" for China's youth in their rationale for seeking restrictions on them faced little pushback from parents.

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How to Identify the Right Games For Classroom Learning

Classroom education does not always have to be all-talk, boring, and mind-numbing for your students - not when you can light it up with the right games. Game-based learning offers numerous benefits in any classroom. But while many educators know fully well about these benefits, the challenge usually is identifying the right options. Teachers are becoming more excited about incorporating games in their classrooms but aren't sure where to begin. With so many gaming options to choose from, it can be overwhelming to identify the right option for you, especially if it is your first time. Here are some tips you can use to help you identify the right games for classroom learning.

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Meet the Nigerian board game creator trying to change an industry

In a country that loves games such as chess and Scrabble - even fielding a world champion Scrabble team - Ogbuagu noticed a lack of Nigerian-made games. With nothing to do, "Eventually, we started playing tabletop games." At the time, he was not sure how to create games, so he used cardboard, stones, and dice from an old Ludo game to make a dice rolling and card drafting game for him and his friends.

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Gamification: Thoughts on definition and design

If this is the case then the focus should be on the design of the game elements, drawing from game design theory and understanding the motivation to play games in order to create the most engaging player experience that will keep people playing. The most complete and solid definition proposed has been by Deterding, Dixon, Khaled and Nacke who define gamification as "The use of game design elements in non-game contexts".

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This Teenager Is Developing a Video Game That Assesses Your Mental Health

Alqahtani's ambitious proposal-inspired, in part, by personal experience with the stressors of the pandemic-won her a behavioral science award in this year's Regeneron International Science and Engineering Fair, an annual competition for ninth through twelfth graders administered by the Society for Science in Washington, D.C. Her prototype aims to address the problems of stigma and inaccessibility that, psychologists say, present substantial roadblocks to teens getting mental health care.

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