This month brings new data and unique projects to the wild and wonderful world of educational game development. We even had some controversy, which is extremely rare and always interesting. Elsewhere, research emerged showing serious games improve clinical vocabulary retention. And out in the outfield, students are applying geometry to minor league baseball. Across all these different use cases and domains, the emphasis remains on active decision-making and engagement. Read on to learn more about what went on in the past month!
First up, some data! A randomized controlled trial published in npj Digital Medicine evaluated MedQuiz, a digital serious game that teaches medical terminology to undergraduate healthcare students. Healthcare students are often on a march (or series of marches!) towards various mandatory exams, so time is of the essence! Participants in the group using the game-based intervention showed significantly higher post-test scores compared to the control group, recording a 90.36 percent system usability scale score. These findings suggest that even in the lightning-fast high-stakes world of healthcare education, targeted digital tools can effectively build foundational clinical knowledge.
Who says learning through games is a strictly screen-based activity? Over in North Carolina, the Wilson Warbirds proved that you can play educational games and touch grass – even at the same time. They partnered with Johnson & Johnson to host Education Days, a special event in which more than 3,000 students attended a baseball game that integrated STEM lessons directly into the event. Students analyzed the field design to identify acute angles and pentagons, and also completed projects analyzing pitching mechanics and bat speed. This program successfully connected classroom math to real-world sports applications, and got these kids some fresh air to boot!
Over in the Fresh Look column from gameindustry.com, author Neal Sayatovich highlighted business students who are using the simulator Sim Companies to understand market dynamics. Players manage supply chains and balance profit margins against inventory, with the entire game relying on a player-driven economy. This setup creates unpredictable and emergent scenarios that traditional artificial intelligence routines often miss. Students learn to adapt in real time, responding to shifting market conditions and competitor behavior.
At Filament Games, we believe that almost all games are educational in some way, even if that education is strictly relevant to the game at hand. So we’re not surprised that programs like the Impact Coaching Network are seeing a surge in student participation, in this case across New York City. In pursuit of competitive chess excellence, students attend intensive camps to prepare for national championships and improve their U.S. Chess Federation ratings. Parents invest in these programs because the game teaches critical thinking and focus, with players analyzing positions, managing timers, and recording moves in score books. These sorts of programs demonstrate that even games which have traditionally existed for entertainment have a unique capacity to foster deep engagement and strategic planning.
In response to some recent editorial grumblings about the value of screen time in schools, Arana Shapiro from Games for Change highlighted the importance of active learning over simple gamification, making an important distinction between the constructive use of digital tools vs. the negative effects created by excessive screen time. She notes that effective games require learners to make decisions under uncertainty, building conditions where understanding must be earned through testing ideas and experiencing consequences. This article makes clear that when designed effectively and implemented thoughtfully, digital games have a critical and valuable place in a well-balanced educational media mix.
Our neighbors over at the Central Michigan University Museum of Cultural and Natural History recently revealed its learning through games exhibit titled “Magic Circles: Society through Game Spaces.” Developed with the Center for Learning through Games and Simulations, the installation features board games, video games, and arcade-style boxes for your perusal and enjoyment. Students designed and built elements like custom chess pieces and interactive game stations to populate the space. For appreciators of games and learning history, this is a must-see destination – we might just make a road trip soon ourselves!
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Another month, another dizzying variety of game-based learning developments. From clinical terminology to stadium geometry, we’re happy to say that structured play continues to yield measurable results. Looking to bring impactful content to your portfolio? Let’s talk.