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...
Read MoreThis reflective piece by Harrison Mooney explores the joys and challenges of replacing screen time with tabletop games during a family’s screen-free holiday. Through humorous anecdotes and touching observations, Mooney shares how games like Sleeping Queens, Outfoxed!, and Kinfire Delve transformed his family’s routine.
Read MoreIn '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...
Read MoreThe 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.
Read MoreIn 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.
Read MoreThe 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.
Read MoreHospitals 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.
Read MoreAnno 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.
Read MoreIn 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...
Read MoreSaskatchewan 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...
Read MoreYangying 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.
Read MoreShakespeare 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.
Read MoreAs 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).
Read MoreElementary 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.
Read MoreAt Grand Canyon University’s VR Showcase, middle school students explored virtual reality games created by GCU computer science and software engineering students, inspired by novels they study such as Percy Jackson and Summer of the Mariposas.
Read MoreCrystal Yang is an 18-year-old founder and CEO of Audemy and a student in UPenn’s Jerome Fisher Program in Management & Technology. Driven by accessibility and education equity, she created Audemy to address how traditional tools exclude blind learners.
Read MoreA 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.
Read MoreThis paper discusses the term “mancala “and the implication of its use as a generic term for all classic African board games with holes, and seeds. We textually analyzed recent literature on classic African board games; we address the use of “mancala” in the literature.
Read MoreA University of Georgia study shows that well-designed video games can effectively support elementary science learning. Researchers developed Virtual Vet, a game where students act as vet assistants caring for two cats, to teach anatomy, health, and scientific reasoning.
Read MoreThe article Revolutionizing Education: How Gaming Transforms the Classroom discusses how gaming is increasingly integrated into education to enhance traditional learning. It highlights competitive video games, coding platforms, and simulations as tools that improve critical thinking, collaboration, and real-world problem-solving.
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