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At the intersection of AI, gaming and diplomacy: Jeff Kuhn’s global reach

Jeff Kuhn, director of Ohio University’s esports program, represents OHIO and a global community of educators through the U.S. Department of State’s English Language Specialist and Speaker Programs. Working at the intersection of educational technology, gaming, and artificial intelligence, Kuhn has led workshops and talks in 24 countries, engaging educators with topics from...

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Game, Set, Match

In 'Game, Set, Match,' Geoff Engelstein explores the concept of fairness in tennis scoring systems, referencing a proposal for a 'Grand Tie Break' that would award victory to the player with the most games, not just sets. He critiques this as overcomplicating the game and draws parallels to chunking in other sports like baseball, and board game mechanics...

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Creator of Irish Famine board game responds to backlash

The American creator of a controversial Irish Famine-themed board game, Kevin McPartland, has addressed backlash from the Irish public. Marketed as a historical simulation, the game encourages players to survive famine-era hardships. Critics argue it trivializes tragedy, comparing it to a Holocaust-themed game. McPartland defends it as educational, aiming to inform Americans about An Gorta Mór.

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A practical guide to using games in university teaching

In 2025, a decade-long game-oriented learning project reviewed its multidisciplinary research on using games in higher education. Since 2015, teachers have integrated existing games into courses using the GamiXlab, a large game library and simulation platform. The project identified nine game-oriented learning approaches, key game types, and six criteria for effective educational use.

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The Value of Offline Play

The author reflects on their love of video games while acknowledging the mental and physical toll of excessive screen time during Covid lockdowns. Spending up to 14 hours a day on digital devices led to headaches, poor sleep, and low mood. Struggling to focus on reading or adopt trends like yoga or baking, they found relief through offline hobbies, starting with Lego gifted for their birthday.

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Using gamification to support children through an MRI

Hospitals can be intimidating, especially for children facing MRI scans. Özgür Taşar from Philips MRI showed how gamification and storytelling can improve patient experience through Philips Pediatric Coaching. Using an app with friendly characters like Ollie the elephant, children are prepared at home, practice in waiting rooms, and receive guidance during scans.

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Can a Video Game Teach Architects How Cities Really Grow?

Anno 117: Pax Romana places players in the role of a Roman governor, blending city-building gameplay with lessons about ancient urbanism and universal principles of city growth. Through interviews with writer Matt Cook and art director Reiko Gross, the developers explain how historical authenticity is balanced with accessibility, using simplified, iconic buildings and intuitive mechanics.

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A Young Gamer’s Search for Bible-Based Games

In a world dominated by secular gaming, 12-year-old Nazar Balaklytskyi embarks on a quest to find faith-based video games that reflect his Christian values. His search reveals a lack of immersive, high-quality Christian games, with most offerings being simplistic mobile apps or quizzes. With insights from his father, Nazar explores the cultural and technological gaps in faith-driven...

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Video games for learning: Sask Polytech instructors engage with a new tool in the classroom

Saskatchewan Polytechnic is integrating video games into education to enhance student engagement and skills development. Learning Technology trainer Justin Matheson collaborates with instructors across eight programs to tailor game-based learning to curriculum goals. Games like Portal 2 and Detroit: Become Human help students develop skills in communication, ethical decision-making...

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How Yangying Ren Weaves Games From Every Day Life

Yangying Ren is an indie game developer who defies stereotypes in a male-dominated industry by creating simple, accessible games inspired by everyday life. Coming from a conservative background, she did not play video games until age 24 and initially pursued a career in finance. After discovering games like Celeste and Gris, she pivoted to game design, earning an MFA from NYU Tisch in 2022.

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Join the witches in Macbeth or look for ghosts in Hamlet as part of new Guelph-made VR experience

Shakespeare VR is an educational virtual reality tool that immerses high school students inside scenes from Shakespeare’s plays, allowing them to become characters rather than passive readers. Co-designed by University of Guelph professor Peter Kuling and VR company Calian, the experience currently includes interactive segments from Hamlet and Macbeth.

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New gamified tool helps defend satellite supply chains from cyber threats

As cyberattacks on space systems increase, with nearly 240 incidents in two years, University of South Australia researchers have developed a gamified approach to strengthen cyber resilience in satellite cyber supply chains. The game uses real-world attack scenarios to help defenders practice decision-making under pressure using cyber threat intelligence (CTI).

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The power of gamification

Elementary mathematics is essential for developing problem-solving skills, yet engaging students remains challenging. This study examined whether the degree of gamification influences math achievement by analyzing school-level data from 60 U.S. elementary schools using the First in Math (FIM) platform in grades three to five. Schools were categorized as high or low users of the platform.

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Educational Video Game Helps Kids Learn Science, Study Finds

A new study from the University of Georgia shows that educational video games can effectively support science learning in elementary students. Researchers developed Virtual Vet, a game designed to teach anatomy, health concepts, and scientific reasoning through data collection, analysis, and problem-solving across six structured levels.

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