Educators are increasingly using gamification—such as escape rooms, murder mysteries, and virtual reality—to make chemistry more engaging for students amid declining interest in the subject.
Read MoreAdolescents in rural areas often lack access to effective, in-person substance abuse interventions. Mansoo Yu, a University of Missouri professor, reviewed 26 studies on digital interventions—like mobile apps, online games, and virtual reality—to identify what works best.
Read MoreResearchers at NC State University have developed software that uses data mining to enhance educational games by assessing and improving students' collaborative problem-solving (CPS) skills in real time.
Read MoreA recent survey by Prodigy Education shows that parents’ views on gaming are shifting positively, recognizing its potential as a career path and source of valuable life skills. Many parents now see esports as more fulfilling than traditional jobs and have invested significantly in their children’s gaming interests.
Read MoreHandheld gaming devices are increasingly being used in government operations for training, infrastructure management, and IoT interaction. Devices like the MSI Claw and Steam Deck run Windows, making them easy to integrate into public workflows.
Read MoreIn Australia, many children, especially in First Nations communities, aren't meeting recommended physical activity levels, affecting their physical and mental health. To address this, Associate Professor Narelle Eather developed the EMU program, a school-based initiative combining Indigenous games, physical activity, and cultural education.
Read MoreA six-week collaborative project between University of Strathclyde staff and women from Royston used childhood memories of play to promote community learning. Led by Amanda Corrigan, the initiative helped women with negative school experiences build confidence by revisiting games from their youth.
Read MoreSouth Hampshire College Group, comprising Eastleigh, Fareham, and Southampton Colleges, hosted a lively “Game Show” event during National Careers Week to introduce Year 9 students to further education options. Held at Fareham College’s theatre, the event welcomed over 30 students and staff from four local secondary schools.
Read MoreTraditional in-person interventions for adolescent substance abuse are often ineffective, especially in rural areas. Mansoo Yu, a University of Missouri professor, analyzed 26 studies on digital game-based interventions to identify effective strategies.
Read MoreA study published in Multiple Sclerosis and Related Disorders highlights the promise of More Stamina, a gamified mHealth app designed to help people with MS manage fatigue. Over a 60-day trial with 20 patients, the app increased users' awareness of energy patterns, aided planning, and improved communication with families and healthcare providers.
Read MoreGame-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.
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