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Free Utah program helps preschoolers learn to read through fun games 

In Taylorsville, Utah, the nonprofit Waterford offers Upstart, a free, state-funded online reading program that helps 4-year-olds build early literacy skills through gamified lessons featuring Rosie and Rusty Raccoon. Parents like Brooke Hussey praise it for making learning fun and engaging while supporting readiness for kindergarten.

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School of Gaming expands team to support global Minecraft learning community

Finland-based School of Gaming (SOG) has grown from three to nine staff in 2025, offering online after-school activities, clubs, and camps for children aged 7–18 using Minecraft and other games to promote learning. As a Microsoft-certified Minecraft Education Edition partner, SOG emphasizes game-based learning to develop personal and social skills while fostering positive gaming culture.

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New AI and gaming education initiative to expand access to technologies worldwide

Arizona State University (ASU) has partnered with Aethir, a global leader in AI infrastructure, to advance the use of AI and blockchain in education through ASU’s Endless Games and Learning Lab. Aethir will provide up to $3 million in computing resources to support student-led projects and research beginning in 2025–26.

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Game-Based Learning Tackles Antimicrobial Resistance

In spring 2025, Karolinska Institutet partnered with CAPTRS to introduce the AMR Knowledge Space Game into its biomedical communication course, marking its first use in education. Led by Dr. Giulia Gaudenzi and Dr. Matthew Kirkham, the pilot engaged Master’s students in exploring antimicrobial resistance (AMR) through collaborative, game-based learning.

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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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