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Study finds video games lead to decreased learning interest in boys

A Canadian study published in Psychological Medicine found that school-age boys who spend more time playing video games show decreased academic motivation in reading, writing, and math. Tracking 1,631 children from ages 7 to 10, researchers observed that each additional hour of gaming at age 7 predicted a 2% drop in motivation by age 8, a trend not seen in girls.

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The historic library with a big green dragon: TCB Games is creating a sense of wonder in Huntington

TCB Games, a beloved game store in Huntington, Indiana, has operated for nearly 30 years out of a historic Carnegie Library, recognized by its green dragon head, "Charlie." Owner Todd Nightenhelser has built the store into a hub for geek culture, hosting events like Dungeons & Dragons campaigns and Magic: The Gathering nights.

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Bill of Rights Institute Civics Game Takes Gold Medal in International Competition

“Regime,” a card game developed by the Bill of Rights Institute and Game Genius, earned a gold medal in the 2025 International Serious Play Awards for excellence in educational gaming. Aimed at middle and high school students, the game teaches political and economic systems while fostering strategic thinking, negotiation, and adaptability.

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Questionable realities: Considering games through the lens of simulation theory

The article explores the concept of simulation theory through the lens of video games, posing questions about whether life is a simulation and how video games inform our understanding of reality. It highlights the musings of Leon Kirkbeck, who suggests that moments of coincidence could be “lazy coding” in a simulation, and imagines life as a user-generated content platform like Roblox or Minecraft.

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From “Lyla Says” to Carnival Games: How Two Rhode Island Teens Helped Kids LEAP into Learning This Summer

This summer, two high school interns, George Siri and Julia Rose Palad, supported the LEAP into the Loop Summer Camp at Warwick Public Library through the PrepareRI internship program. Inspired by Lyla in the Loop, the camp aimed to teach children computational thinking, problem-solving, and critical thinking skills.

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The Role of Gamification Elements in Enhancing Classroom Engagement

This systematic review (2020–2025) explores the effectiveness of gamification in education, focusing on its impact on student engagement, motivation, and learning outcomes. Analyzing 17 peer-reviewed studies, it identifies commonly used elements—points, badges, leaderboards, narrative, feedback, and student choice—as generally effective in increasing motivation and participation.

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Game-based training can boost executive function and math skills in children

A randomized controlled study in Brazil examined the effects of Cucca Curiosa, a game-based cognitive training program, on executive functioning and math performance in 112 children aged 7 to 10. Over one week, the experimental group completed five short sessions of the game, which targeted skills like working memory, inhibitory control, and cognitive flexibility.

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Learning Through Play: How Classic Light Gun Games Shaped Interactive Design and Human-Computer Interaction

Classic light gun arcade games from the 1980s and 1990s, like Duck Hunt, Time Crisis, and Revolution X, pioneered educational principles still relevant today. These games provided immediate feedback, multisensory engagement, and progressive challenges—elements central to effective learning.

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