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Chagrin Falls Intermediate students create and play board games to improve test scores

In 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.

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Video games can have a positive impact on children—if designed with the right features, says new study

Recent 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.

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How playing a game can help spread awareness of dementia inequalities

Dr. 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.

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Thinking in Pixels: Developing Leadership Skills from Video Games

Video 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.

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The «Immune Patrol» program to inform children about vaccination will be introduced in schools in Turkmenistan

Employees 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.

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Miami-Dade to Test Impact of Gamification on Science Scores

The 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.

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World-Competitive Escape Rooms Are Darker, Scarier, and More Scientific

Scott 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.

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New book from UW–Madison’s Berland shows how education data could promote social justice and classroom creativity

Matthew 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.

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