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University Boils Cybersecurity Concepts Down to Learning Game

In light of this, the University of Texas at San Antonio Center for Infrastructure Assurance and Security recently launched Cyber Threat Protector, a tabletop card game designed to introduce cybersecurity safety principles to children as young as 8 years old. The game, launched in August 2020, is part of the university's K-12 Cybersecurity Program, which began in 2016 with Cyber Threat Defender, a collectible card game developed primarily for students in middle and high schools.

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New AI System Accelerates Speech Therapy

TikTalk, a new artificial intelligence-based system, can accelerate speech therapy with unparalleled lesson customization and innovative training for K-6-aged children using highly engaging video games to encourage more frequent home practice. TikTalk motivates children with speech sound disorders to practice longer and more accurately using proven training protocols in a fun game environment.

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UNEP enters the world of online gaming

KENYA: United Nations Ozone Secretariat is to enter the world of computer gaming with an innovative educational platform with refrigerants in a leading role. Reset Earth is described as an innovative educational platform for adolescents about the fundamental role of the ozone layer in protecting the planet. The platform launches on World Education Day, January 24, with an original animation film that explores options for collective positive action.

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How Lensa is Applying AI and Gamification in the Hiring Process with its Unique Workstyle Game

You've even probably tried to ask yourself how your resume can beat the shortlisting and hiring bots companies are using in the recruitment and hiring process today. While we are not yet there, hiring managers and companies are increasingly using Artificial Intelligence to shortlist candidates and determine whether an advert for a job opening even reaches you.

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How Chess Plays Out At MIT: Shaping The Future Of The Game

Chess has a long history at MIT that began decades before 62 million households tuned in to Netflix's miniseries "The Queen's Gambit." Though the show ranked as Netflix's No. 1 in 63 countries within its first month, and sparked a global surge in the sale of chess sets and books, several members of MIT's chess club say, with a laugh, that they haven't seen it yet.

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Play with purpose: how this social entrepreneur is using gamification to help people change behaviour

"The idea of Dropledge - a mobile gamification platform to address social issues was sighted as a perfect opportunity, given the rising mobile gaming trend globally," she says. Sonia also realised that when it came to gaming as an opportunity, over 2.3 billion people played video games worldwide and spent nearly $140 billion on games annually.

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Virtual reality simulations are creating better surgeons

At the University of Utah's Spencer S. Eccles Health Sciences Library, "We are currently doing a number of really interesting projects ," says Benjamin Engel, a U of U virtual reality programmer who runs the day-to-day operations at EHSL. His projects include a trauma lead simulation where a patient comes in with a number of issues into the trauma bay and the participant plays the role of the head doctor who must direct everyone to save the patient.

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The Surprising Benefits of Gaming

It’s hard to comprehend just how popular gaming is. Did you know that the economy of gaming is bigger than the movie and music industries combined? With people of all ages loading up games consoles, that shouldn’t come as a surprise, yet it is. Part of the reason is that people that like gaming really like gaming; there aren’t too many fair-weather gamers. Once you’re on the hook, you stay there.

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