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Supporting participants when English is not their first language

Gamification can strengthen English language skills, improve learners’ attitudes and emotions, and build overall competence (Zhang & Hasim, 2023). In multicultural contexts like Australia, limited English can isolate migrants—especially women—and affect wellbeing. Sport offers a powerful space for connection, belonging, and recovery, but language barriers and fear of mistakes can discourage...

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NCDC Introduces Gamification Guide to Support Competency-Based Learning

The National Curriculum Development Centre (NCDC) has launched a new handbook aimed at helping pre-primary and lower primary teachers integrate gamification into classroom learning. Developed during Uganda’s transition to a Competency-Based Curriculum, the guide emphasizes learner-centered approaches that actively engage pupils in skills acquisition.

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Revealed: how Toyota uses retro-style games and prizes to urge US workers to lobby politicians

Toyota has used a gamified internal platform, Toyota Policy Drivers, to mobilize US employees and dealers to lobby politicians in support of its corporate policy goals, particularly opposing stricter environmental regulations. Workers earn points and prizes by playing retro-style games, engaging with company messaging, and contacting lawmakers using prepared talking points.

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Mario and Yoshi Improve Happiness, Fight Burnout More Than Bowser

Classic video games like Super Mario Bros. can help reduce stress and burnout in young adults by evoking childlike wonder and joy. In an always-on culture marked by financial pressure, social comparison, and rising anxiety, researchers found that nostalgic games offer a restorative escape. A study in JMIR Serious Games showed that Mario and Yoshi games improve happiness and lower burnout risk...

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Hasbro’s Secret Weapon for Training Its Next Leaders: A Board Game

Company leaders, using gameplay to simulate real executive decision-making under pressure. Participants, after an intensive crash course in business fundamentals led by senior executives, assume co-CEO roles and make strategic choices about hiring, investment, and growth, mirroring challenges of leading a major toy company.

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Learning Revolution: Can Gaming-Based Education Truly Boost Student Success?

Digital games are increasingly being recognized as powerful tools for education. This article explores how game-based learning can enhance student engagement, improve critical thinking, and foster deeper comprehension. Through real-time feedback, immersive simulations, and dynamic problem-solving scenarios, games provide experiential learning that traditional methods often lack.

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When Rivers Were Trails: Learning through interactive gaming

“When Rivers Were Trails” is an Indigenous-designed educational video game set in the 1890s, mirroring the mechanics of the classic Oregon Trail. Reviewed by Karl Hele, the game immerses players in the journey of an Anishinaabeg character fleeing colonized land while navigating cultural encounters, survival challenges, and historical injustices.

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UNESCO presents the educational game ‘African Diaspora’ in Cuba to promote new ways of teaching African history

The Casa de África Museum in Havana hosted the launch of African Diaspora, an educational game developed by artists, researchers, and teachers from Cuba, the Dominican Republic, and Venezuela under UNESCO’s General History of Africa project. Designed for schools and communities, the game teaches African and Afro-Caribbean history through cooperative, interactive play using maps, timelines...

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Playing with Purpose: ISU Doctoral Grad’s Research Explores Therapeutic Uses of Video Games

Rifat Ara Tasnim, a recent doctoral graduate from Idaho State University, focuses her research on serious games—games designed for learning, emotional well-being, and skill development rather than entertainment. With a background in computer science, she explored how integrating psychotherapeutic techniques like cognitive behavioral therapy into games can influence player emotions and outcomes.

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Four Lesser-Known Origins of Game-Based Learning

Game-based learning may seem modern, but many of its most effective principles were established decades ago. Early educational games like The Oregon Trail were designed as classroom tools aligned with curriculum and institutional needs, not entertainment products. Organizations such as MECC integrated games into statewide educational infrastructure, ensuring durability and relevance.

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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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