Game-based learning, a method combining structured gameplay with educational goals, is gaining traction alongside AI in Singapore’s evolving educational landscape. Unlike traditional methods, serious games prioritize teaching concepts and reinforcing knowledge while keeping learners engaged through fun.
Read MoreMillions of Americans represent themselves in civil court due to the high cost of legal help, facing a complex and intimidating system alone. To address this, Northeastern University researchers created “RePresent,” a video game that educates pro se litigants through an interactive, scenario-based experience.
Read MoreMany gamification efforts in learning fail because they add superficial game elements—like points and badges—to poor instructional design without improving the learning experience itself. True game-based learning is different: it uses game design principles to create interactive, experiential learning aligned with how people naturally learn.
Read MoreTortuamigos – Move and Connect! is an educational program by Galápagos Conservancy that engages children during school breaks to foster environmental awareness and conservation skills. Centered on experiential learning, the program combines play and education, using outdoor field trips and creative activities to teach about the Galápagos ecosystem—particularly the giant tortoise.
Read MorePakistan faces a severe education crisis, with 26 million children out of school, especially in rural and underprivileged areas. Traditional schooling methods are too costly and slow to address this scale of illiteracy.
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.
Read MoreResearchers 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.
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