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What’s New in Game-based Learning – October 2025

If you’ve been scanning education headlines this fall, you’ll know that game-based learning is surfacing in some surprising places. University labs are using Nintendo titles to reach neurodivergent students. Dutch researchers are turning chip design into a public game. VR sports are being studied for their mental health benefits. And even the BBC is weighing in with experiments on AI literacy. Below, we’ve gathered four stories that show how games are helping classrooms connect with wellness, engineering, social skills, and digital literacy right now.

UGA researchers use video games to support STEAM learning, student wellness

At the University of Georgia, Matthew Schmidt and his team are leaning on commercial titles to support neurodivergent learners. Their Gaming 4 Good project brings Nintendo’s Game Builder Garage into middle school classrooms, giving students the chance to build and share their own games while learning data practices and computational thinking. The research emphasizes wellness as much as academics, framing design sessions as a way to reduce sensory overload and strengthen executive function. Teachers can see impact through the scope of games students produce and the peer feedback cycles that follow. The initiative is still expanding, but it already shows how accessible design tools can unlock STEAM skills for learners who are too often overlooked.

Playing with chips: Elles Raaijmakers awarded NWO Grant for unique educational game

TU/e researcher Elles Raaijmakers is rethinking how chip science gets communicated to the public. With support from an NWO grant, her team is developing IC Tycoon, a game that started as a teaching tool for engineering students and is now being adapted for high schoolers and curious citizens. The hook is simple: players take on the role of chip designers, navigating trade-offs about efficiency, layout, and cost. Along the way, they learn how transistors work and how design decisions ripple into real-world technology. Classrooms can run peer review challenges where students critique and improve each other’s virtual chips, building scientific literacy and collaboration skills at the same time. It’s a sharp example of how serious engineering concepts can be translated into play without losing rigor.

Study finds AR/VR sports games boost mental health and social connection

Michigan State University researchers are adding weight to the argument that VR belongs in wellness programming. Their study looked at sports titles like VR Table Tennis and Home Sports and found that players who engaged frequently reported stronger social presence and lower loneliness. The implications for schools are significant: VR sports sessions could slot into physical education or advisory periods, giving students a structured way to connect through avatars and real-time play. Teachers can use group rotations or wellness surveys to track outcomes, noting improvements in collaboration or self-reported mental health. While the study cautions that not every student benefits equally, the evidence points to VR sports as a viable tool for bolstering community in classrooms and beyond.

AI in the classroom: BBC explores how students are learning to question technology

The BBC recently highlighted classroom pilots that put AI itself under the microscope. Students are given lightweight games and activities where they test prompts, compare outputs, and debate fairness in results. In one setup, classes run parallel prompts across multiple AI tools, then present findings on accuracy and bias. Another activity uses in-game mechanics to let groups challenge or vote on AI responses, sparking critical discussion. Teachers get visible evidence when students can explain the limits of these systems and propose responsible uses in their own words. By framing AI as something to be questioned rather than taken at face value, these pilots show how game-based methods can build digital literacy alongside ethical reasoning.

From chip labs to VR sports to UK classrooms, October’s highlights underline how educational games continue to expand their reach across disciplines. Each project shows a different pathway to measurable outcomes, whether in wellness, engineering, or digital citizenship. Ready to create game-based learning tools that empower your target audience? Let’s talk.

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