A case study published in Education Sciences explores how AI-powered educational games can enhance K–12 writing instruction, particularly in STEM subjects and for students with disabilities.
Read MoreThis paper examines how self-identified lonely young adults interact with a modified game designed to prompt conversation and everyday activities. Through narrative analysis of these in-situ interactions, it reveals how loneliness manifests in different social contexts—either through shaped conversations or gaps in interaction.
Read MoreThe Role-Playing the Humanities event at the University of Cincinnati gathered scholars, students, and designers to explore how tabletop role-playing games (TTRPGs) enrich humanities education through empathy, collaboration, and experiential learning.
Read MorePlayful learning, while common in early childhood, has untapped potential in higher education. Engaging with objects fosters curiosity, critical thinking, social learning, and intrinsic motivation. This hands-on, multisensory approach contrasts rigid gamified methods, encouraging experimentation and flow—a deeply focused, mindful state.
Read MoreA recent study led by cognitive scientist Charley Wu used the video game Minecraft to explore how individual and social learning interact. Over 100 participants played customized scenarios where rewards were either clustered or random, influencing their tendency to learn from others.
Read MoreRachel Feltman explores the growing popularity and therapeutic potential of Dungeons & Dragons (D&D). Originally a niche fantasy game, D&D surged during the pandemic, becoming both entertainment and emotional outlet.
Read MoreIndia’s vast education system—housing over 1.49 million schools and 265 million students—is shifting toward digital, skill-focused models. Traditional classrooms fall short of preparing learners for a rapidly changing workforce.
Read MoreThe author reflects on their childhood fascination with the Nintendo Game Boy and how gaming sparked engagement and learning. Now, as a parent, they recognize both the benefits and risks of digital games for children. Gamified learning—integrating game elements into education—offers a powerful way to engage Africa’s youthful, mobile-first population by transforming passive learning into active, immersive experiences. Examples include role-playing African history or coding challenges.
Read MoreAbraham Rubio, a first-generation college graduate from Montclair State University’s Bloomfield College, discovered his passion for coding through Minecraft modding at age 10. Initially majoring in Game Design, he shifted to Computer Science and Game Programming to focus on the technical side.
Read MoreWhere in the World is Carmen Sandiego? revolutionized educational gaming when it launched in 1985 by blending geography, history, and culture into an engaging detective adventure. Unlike dull early edutainment, it used real-world clues, graphics, and a World Almanac to foster research and critical thinking skills.
Read MoreClarkFEST Spring 2025 will showcase over 140 undergraduate research projects through posters, presentations, and interactive exhibits on April 23. Topics range from HIV/AIDS in Worcester and the Spanish Civil War to the ethics of data mining.
Read MoreDuring the April 2025 Unit Training Assembly at Hill Air Force Base, the 419th Fighter Wing conducted small-group Rehearsal of Concept (ROC) drills using a tabletop strategy game. Airmen collaborated across roles to solve scenario-driven challenges involving austere, remote environments, focusing on resourcefulness and coordination.
Read MoreAt the University of Maryland, the course Games as Emergent Experiences uses video games as homework to explore how design elements like characters, music, and aesthetics shape player immersion.
Read MoreA parent’s attempt to learn gaming through Fortnite revealed challenges but also deepened their understanding of their children’s digital world. Though initially mocked by her sons, the experience offered a glimpse into their lives and highlighted the social, emotional, and cognitive benefits of gaming.
Read MoreThe Game & Watch series, created by Nintendo designer Gunpei Yokoi in 1980, revolutionized portable gaming. Inspired by a businessman playing with a calculator, Yokoi developed simple, handheld games that also functioned as watches.
Read MoreResearchers used Minecraft to study how humans learn by balancing personal experience and social cues in complex environments. Players completed foraging tasks while scientists tracked their actions and attention in real time.
Read MoreAt 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.
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