Researchers from Universidad Carlos III de Madrid, in collaboration with partners in Ecuador and Spain, have developed a rehabilitation system using video games—“Peter Jumper” and “Andromeda”—to aid hand and wrist mobility recovery.
Read MoreVideo games can help improve cognitive skills like planning and problem-solving, but real-world benefits depend on the generalization of those skills. Not all games are equally effective—those requiring strategy and adaptability (e.g., Stardew Valley, Starcraft) are better than games with minimal cognitive demands.
Read MoreResearchers at Universidad Carlos III de Madrid, in collaboration with Ecuador and ASEPEYO hospitals, have developed exergames—Peter Jumper and Andromeda—to aid hand and wrist rehabilitation. Built using Unity and paired with a device called eJamar, the system tracks motion, grip strength, and recovery metrics.
Read MoreMinecraft, one of the best-selling games globally, has been praised for its educational value, yet scholar Bennett Brazelton argues it embeds settler colonial ideology. The game’s default white avatar arrives in an “untamed” land, echoing colonial fantasies.
Read MoreGamified learning varies widely in effectiveness, with some platforms integrating fun, interactive gameplay that teaches real skills, while others add superficial game elements—dubbed “chocolate covered broccoli.”
Read MoreResearchers at the University of Bath created a business simulation game, Threats and Trade-offs, to help companies understand cybersecurity challenges and team decision-making. Set in a healthcare tech startup, the game teaches players how to grow a business while managing digital threats and limited resources.
Read MoreWorking memory is vital for everyday tasks like mental math and remembering addresses. Psychology professor Susanne Jaeggi's new study explores how this cognitive skill can be improved through training. Using data from 568 students playing memory games, researchers applied machine-learning algorithms to predict individual learning patterns based on traits like cognitive ability, personality, and video game experience.
Read MoreDeniz Gulay argues that the visual novel genre has untapped potential beyond its traditional Japanese roots, which often rely on linear storytelling and limited player choice. Western games like Suzerain and Disco Elysium demonstrate how immersive, choice-driven narratives can elevate the genre, offering more meaningful player experiences. Gulay calls for more experimentation in game design that blends deep storytelling with interactive mechanics, moving away from profit-driven, repetitive formulas.
Read MoreAs healthcare evolves rapidly, medical education must adapt. Traditional methods often lack engagement and personalization. Gamification—using game elements like points, leaderboards, and interactivity—offers a solution by enhancing motivation, knowledge retention, and learner engagement.
Read MoreGamification is transforming education by incorporating game elements like points, badges, leaderboards, and challenges into learning environments. This approach boosts engagement, motivation, and retention by tapping into human psychology and making abstract concepts feel tangible.
Read MoreResearchers at NYU have developed a computer model that mimics how humans generate goals by studying how people invent games. Through virtual experiments, participants created nearly 100 playful goals based on simple principles like physical plausibility and recombination.
Read MoreBoard games offer a powerful antidote to digital isolation by fostering face-to-face connection, laughter, and lasting relationships. Laura Schneider, founder of Meeples Games in Seattle, created a space for people to gather, play, and build community.
Read MoreTaylor University professors Jakob Miller and Elizabeth George co-teach History and Politics Through Board Games, a popular J-term course using board games like 1775 and Operation F.A.U.S.T. to teach political science and history.
Read MoreResearchers 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 MoreAt 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 MoreThe 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 MoreGamification 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 MoreIn this Modulo podcast episode, Manisha Snoyer interviews Ben Somers, founder of Recess, about empowering children through self-directed, game-based learning. Recess is a platform where kids build their own education using games, simulations, and real-world experiences.
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 MoreThe article explores the implementation of Digital Game-Based Learning (DGBL) in a high school biology course to increase student engagement and motivation. Using platforms like Quizziz, WorldWall, and Educaplay, students practiced vocabulary, biological concepts, and critical thinking through interactive games.
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