At Pacific University, students in Professor Erica Kleinknecht’s psychology of games class are using game design to promote inclusion and challenge social perceptions. One student-created game, Crusaders for Change, features diverse characters with and without disabilities, emphasizing unique strengths rather than limitations.
Read MoreFeedback is not a final step in learning—it’s the foundation of meaningful interaction. Through the BEM Framework (Behavior, Experience, Meaning), feedback is shown to be essential in shaping behavior, transforming experience, and creating purpose. In gamified learning, feedback creates a loop of action and response that drives motivation and growth. Effective feedback is timely, emotionally resonant, and bidirectional, guiding learners rather than judging them. Educators should use feedback to orient, empower, and include students, especially after failure. By shifting from action-driven to interaction-driven design, feedback becomes a tool for transformation, helping students grow with every attempt, mistake, and success.
Read MoreMiddle school students from seven schools competed in the eighth annual Civics Challenge in Alachua County, testing their civics knowledge through a fast-paced, game-show-style competition.
Read MoreAs AI becomes integral to daily life, Professor Golnaz Arastoopour Irgens of Vanderbilt University emphasizes teaching children the human influence behind algorithms. She leads a $1.5 million NSF-funded project to develop critical computing curricula for elementary students.
Read MoreAround 10% of French schoolchildren experience harassment at school or online, leading to stress, depression, and absenteeism. To address this, the educational game Stop à la violence! was created to raise awareness and support teachers.
Read MoreA recent investigation by Revealing Reality reveals serious safety issues on Roblox, where children as young as five can encounter inappropriate content and interact with adults without effective safeguards.
Read MoreGamification, or integrating game elements into education, is gaining popularity as a strategy to boost student engagement. While video games are often viewed as distractions, tools like Kahoot and Quizizz show how gamified learning can enhance participation and retention.
Read MoreThe Council has launched Bin it Right, an educational game for children aged six and up, aimed at promoting correct recycling and sustainable waste management. The game teaches kids and families about resource recovery and highlights how everyday choices impact the environment.
Read MoreWorkplace gamification can boost engagement and productivity, but often relies too heavily on extrinsic rewards like points and competition, which may undermine collaboration and intrinsic motivation.
Read MoreA study presented at BAU International University found that digital games can significantly improve both academic skills and mental health in refugee children. The research involved 147 Syrian children aged 9 to 14 and showed that game-based interventions helped teach language and cognitive skills while reducing symptoms of PTSD, depression, and hopelessness.
Read MoreThe article critiques “gamified capitalism,” where life mirrors an unwinnable game favoring the wealthy. It explores how games like Squid Game and The Hunger Games resonate with working people who feel cheated by a rigged system.
Read MoreHBO’s The Last of Us successfully translates the emotional depth of its video game counterpart through faithful recreation of key scenes and a focus on character-driven storytelling.
Read MoreGame-based learning (GBL) uses interactive games to transform passive learning into an engaging, skill-building experience. By integrating educational content with game mechanics, GBL boosts motivation, knowledge retention (up to 90%), and cognitive development.
Read MoreRichard Brown, a special school teacher from Sheffield, began creating point-and-click adventure games after introducing his children to the genre. Inspired by classics like Monkey Island and Zak McKracken, his latest game, Brownie’s Adventures: The Final Resolution, is set in a quirky, post-apocalyptic version of North East Derbyshire.
Read MoreVideo games can play a key role in advancing digital skills and education across Europe and beyond, according to speakers at the “How Video Games Can Support the Union of Skills” event in Brussels.
Read MoreVideo games, the world’s biggest entertainment medium, can sometimes blur into real life through a phenomenon called Game Transfer Phenomenon (GTP). Psychologist Angelica Ortiz de Gortari coined the term after noticing gamers involuntarily perceive or react to the world as if still in-game—like seeing health bars or feeling urges to collect items.
Read MoreWhiteinch & Scotstoun Housing Association (WSHA) is partnering with Socialudo to launch a year-long training programme in 2025. The initiative will support WSHA’s 2025–2030 Business Plan by using serious games and immersive role-play to strengthen collaboration among staff, tenants, and stakeholders.
Read MoreStandardized test prep often creates harmful stress for students, but research suggests game-based and micro-learning techniques can improve outcomes and mental health. Short, focused sessions (5–10 minutes) using spaced repetition enhance retention more than long study marathons.
Read MoreNortheastern students Jacob Ohlson and Will Wennik created Bot Buster, a physical card game where an AI plays alongside humans. The goal: spot the AI imposter. Developed from a class project, the game uses a custom-built AI chatbot, RONN, based on OpenAI’s API.
Read MoreLarriyah Graham ’25, a Brooklyn native and descendant of a renowned Gee’s Bend quiltmaker, merges art and tech through interactive media and computer science. A recipient of the Amazon Future Engineer Scholarship, Graham excelled at Clark University, studying game design, spending a semester in Japan, and interning at Amazon for three summers.
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