At the end of the spring semester, two courses—WLLC 398V Videogames and Human Agency and JWST 470/570V Special Topics in Jewish Studies—converged to explore the impact of Germany's Nazi past on the arts, focusing on videogames and censorship.
Read MoreChristopher Robichaud, a senior lecturer at Harvard Kennedy School specializing in ethics and public policy, intertwines popular culture with philosophy to engage students in his classes. Believing that ethics should be accessible beyond academic circles, Robichaud incorporates superheroes and zombies into his teaching.
Read MoreIn Bryan McKenzie’s science classes at Chagrin Falls Intermediate School, fifth-graders have integrated board game creation into their learning. Responding to a challenge from Hasbro, students designed both traditional and electronic games to reinforce science concepts ahead of Ohio State Tests.
Read MoreIn the realm of board games, aesthetics play a pivotal role, from intricately carved chess pieces to vibrant designs on Snakes and Ladders boards. Evolving beyond gameplay alone, thematic artwork and high-quality components, like meeples, drive appeal across various game genres.
Read MoreThe board game industry saw substantial growth, reaching over $16.8 billion in 2023 and projected to hit $40.1 billion by 2032. This thriving market includes classics like "Scrabble," modern hits such as "Pandemic" and "Wingspan," which have amassed large followings.
Read MoreResearchers at the University of Cincinnati have developed a novel speech therapy method using ultrasound and a video game featuring a goat on roller skates. Led by speech language pathologist Suzanne Boyce, PhD, the team aims to assist children in overcoming speech difficulties, particularly with the challenging "R" sound.
Read MoreRecent research from UNICEF Innocenti, in collaboration with New York University and others, highlights that video games tailored to children's needs can significantly enhance their well-being. The Responsible Innovation in Technology for Children (RITEC) project emphasizes that digital gaming can foster autonomy, competence, creativity, and identity in children when aligned with their interests and desires.
Read MoreThe evolution of user experience (UX) in board games presents a unique challenge distinct from video games. Unlike the standardized interfaces of video games, where controllers and output systems remain consistent, board games continuously reinvent their interfaces with each new design.
Read MoreDr. Clarissa Giebel from NIHR ARC North West Coast addresses the barriers to dementia treatment with a board game aimed at raising awareness. Over a million people in the UK live with dementia, supported by over 700,000 unpaid carers, yet access to diagnosis and care is hindered by various factors including geographic location, socio-economic status, and system-level issues.
Read MoreVideo games have emerged as potent tools for fostering moral development, allowing players to explore ethical dilemmas in a controlled environment. Through gameplay, individuals can experiment with behaviors and decisions without real-world consequences.
Read More"Bad News," a game developed by University of Cambridge researchers and video game developers, immerses players in the role of a fake news creator to enhance their ability to detect misinformation tactics.
Read More"The Other Side" is a video game developed by Columbia University game design students, focusing on themes of depression and anxiety, drawn from their personal experiences.
Read MoreVideo games, evolving from classics like 'Pong' and 'Space Invaders', offer more than mere entertainment; they cultivate critical skills essential for leadership. Games like 'Fallout', 'Tetris', 'World of Warcraft', and 'Civilization' immerse players in complex scenarios demanding strategic planning, adaptability, and teamwork — skills vital in both gaming and real-world leadership. Integrating video games into training enhances communication through multiplayer interactions and refines strategic decision-making in risk-free environments.
Read MoreEmployees from the World Health Organization's Country Office introduced the initial version of the educational gaming module "Immune Patrol" in Turkmen language to Turkmenistan's Ministries of Health and Education. Following consultations with experts, plans were outlined to create a roadmap for piloting the game in secondary schools across the country.
Read MoreThe U.S. Department of Education is funding a five-year, nearly $8 million study in South Florida to evaluate the impact of gamification on fifth grade science scores. Partnering with Legends of Learning and WestEd, Impact Florida aims to assess game-based science instruction's effectiveness in Miami-Dade County Public Schools.
Read MoreScott Nicholson, a game design professor at Wilfrid Laurier University, expertly navigates through an intense escape room scenario in a sinking submarine. His quick thinking and puzzle-solving skills halt the flooding, saving his crew and securing victory. Nicholson, a prominent figure in escape room design and theory, emphasizes the importance of "hero moments" in these immersive games.
Read MoreResearchers from the University of Cambridge, Uppsala University, and video game studios created the game "Bad News" to enhance students' ability to identify disinformation and fake news.
Read MoreMatthew Berland and Antero Garcia's new book, "The Left Hand of Data," explores leveraging education data to revolutionize classroom dynamics with creativity and social justice. Published by The MIT Press, Berland emphasizes reshaping educational approaches to prioritize individual student needs, emphasizing playful, engaging learning experiences.
Read MoreTeachers across various subjects and grade levels have integrated New York Times games like Wordle, Spelling Bee, Flashback, and Connections into their classrooms. These games provide low-stakes opportunities for problem-solving, collaboration, and critical thinking.
Read MoreThe article discusses growing concerns over children aged 6-12 becoming overly dependent on gadgets post-pandemic. Retno Listyarti highlights how children are constantly engaged with smartphones, affecting their physical activity and fostering individualistic behavior.
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