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What’s New in Game-based Learning – August 2024

Welcome back, Filamentarians! August is upon us, and while the sun might be setting a bit earlier these days, the present (and future) of game-based learning is still shining bright.  As summer slowly winds down and the back-to-school season approaches, we’ve got a fresh batch of educational gaming news to keep your spirits high and your mind engaged. 

via Tenor

For those who are new to our community, let us extend a warm welcome! Each month, we curate the most exciting developments in educational gaming, serious games, and AR/VR for learning, delivering a delightful dose of inspiration and innovation straight to your screen.

Before we roll out this month’s offerings, make sure you’re staying connected with us on X and Facebook. You won’t want to miss a single update on our latest projects, thought-provoking insights, and all the game-based learning goodness we have in store. Now, let’s get to the news!

Media literacy game from UW–Madison’s Field Day Lab wins big at Games for Change Awards (UW-Madison) 

via Field Day Lab

To start us off, we have some exciting local news! Headlines and High Water, an educational game focused on media literacy created by UW-Madison’s Field Day Lab, won big at the 2024 Games for Change Awards. The game, which puts middle school students in the shoes of a journalist to teach crucial media literacy skills, won top honors in both the Best in Learning and Best in Civics categories.

What sets Headlines and High Water apart is its unique approach to media literacy education. Rather than simply teaching players to identify fake news, the game immerses them in the nuanced world of journalism, providing insight into reporters’ values, challenges, and the hard work that goes into creating quality content. By experiencing the process firsthand, students gain a deeper understanding of what it takes to make – and recognize – great journalism.

Inteligen wants to turn math fear into math love through games and activities (YourStory)

Inteligen, a Bengaluru-based learning startup, is on a mission to change the way students learn math – from a subject often feared and dreaded to one that’s loved and celebrated. Founded by Vidya Jayaraman, Inteligen harnesses the power of game-based learning to make math engaging, interactive, and most importantly, fun!

The startup offers a range of mobile gaming apps and activity books that cater to diverse age groups, from children as young as three to adults. By combining education and play, Inteligen aims to provide value beyond mere entertainment, focusing on conceptual learning and practical applications. The impact of Inteligen’s approach is already notable – a recent study at a government school in Bengaluru showed a significant increase in numeracy skills among students who used the startup’s activities and games.

Dallas Educational Metaverse Gets an AI Boost (Dallas Observer)

Our friends at Dallas-based STEMuli are pushing the boundaries of game-based learning with their innovative educational metaverse platform. By turning learning into an immersive gaming experience, STEMuli is changing the way students engage with education – and now, they’re incorporating artificial intelligence to take it to the next level.

The AI-powered platform adapts to each student’s unique needs, offering personalized tasks and demonstrating how lessons connect to their career aspirations. This groundbreaking approach recently earned STEMuli a global award at the United Nations AI For Good Summit, where founder Taylor Shead pitched against companies from around the world.

With its cutting-edge AI, enhanced graphics, and expanding partnerships with school districts in the U.S., STEMuli is positioned to change education on a global scale. As Shead notes, “We feel like it’s still in its infancy. Then, we’re going to tell the world our story, knowing that there’s so many people around the world that need access to something like this because education is still not very accessible to the masses.”

What Role Do Avatars Have in Language Learning? English Professor and InfoSci Affiliate Jonathon Reinhardt Provides Insight for the Washington Post (University of Arizona)

It’s no secret that we are huge proponents of game-based learning, and it’s always exciting to see real-world examples of how video games can make a tangible impact on education. Case in point: The Washington Post recently featured a story on how the popular life-simulation game The Sims has helped players around the world learn new languages.

This article recounts the experience of Carolina Lima, originally from Brazil, who received The Sims for her 11th birthday. Despite speaking little English at the time, Lima dove into the game without changing the default language settings – and soon found herself picking up context clues and vocabulary through the English instructions. After three years of playing, the game had significantly improved her English skills, and she now speaks the language fluently.

Jonathon Reinhardt, a professor of English and second language acquisition at the University of Arizona and an affiliated professor with the College of Information Science, provides insight into the phenomenon, noting that “Gaming is a common way people pick up on language.” Reinhardt’s research focuses on how language is learned through video games, and he even incorporates games like The Sims into his courses on language learning. 

With 88 million users in its latest edition, The Sims has clearly struck a chord with players worldwide – and its potential as a language learning tool is just one more reason to celebrate the power of game-based learning.

How to prepare for Gen Alpha: Invest in YouTube, gaming and learning (WorkLife)

According to this recent article from WorkLife, as Gen Alpha comes of age, marketers and brands are taking note of this cohort’s unique preferences and behaviors – and it’s no surprise that gaming is emerging as a key area of focus. With 69% of Gen Alpha owning gaming consoles and 60% choosing to play games on phones or tablets, it’s clear that this generation is deeply engaged with interactive, gamified experiences.

The article highlights Roblox as a favorite platform among Gen Alpha, along with building, fashion, and adventure games. Interestingly, one-fifth of this group even remembers ads when playing mobile games, suggesting that in-game advertising could be a powerful tool for reaching and engaging with this audience.

At Filament, we’ve long recognized the potential of game-based learning and gamified experiences to captivate and educate learners of all ages. By leveraging the power of play, brands and educators alike can connect with this tech-savvy generation in meaningful, impactful ways – and we can’t wait to see how the world of game-based learning evolves to meet the needs and preferences of Gen Alpha in the years to come.

And there you have it, folks – another fantastic month in the world of game-based learning! August has proven that the power of play knows no bounds when it comes to education and skill-building. As we gear up for the new school year, it’s clear that game-based learning will continue to shape the future of education in exciting new ways. Whether you’re a teacher looking to engage your students, a parent seeking fun learning opportunities, or an organization aiming to train the next generation of leaders, the possibilities are truly endless! 

If you’re feeling inspired to kick off the school year with a game-based learning project of your own, our team is here to help. With our expertise in crafting custom educational games, we can bring your vision to life and create an experience that will captivate and educate your learners like never before. 

Don’t wait – let’s make this school year the most playful and productive one yet! Reach out to us today for a free consultation, and let’s create something amazing together. 

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