In a groundbreaking study published in PLOS ONE, researchers used virtual reality (VR) gaming to observe brain activity in children with ADHD during active tasks. Unlike traditional resting-state scans, VR gameplay revealed distinct brain network differences, especially in deep-brain structures and their cortical connections.
Read MoreAt the Steele County Historical Society’s Genealogy Games Live, local history took center stage in a Clue-inspired event. Classic game elements were replaced with real people, places, and objects from Steele County’s past.
Read MoreCornell College Assistant Professor Tyler George and his Statistical Methods I class participated in a study using a computer game called Greenhouse, designed to simulate the full cycle of a research project.
Read MoreCyrus Peñarroyo, an assistant professor of architecture at the University of Michigan, uses digital media to fuel imagination and civic engagement. He co-developed Holding Pattern, an augmented reality board game that teaches players about the redevelopment of vacant buildings in Cincinnati.
Read MoreEducators 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.
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