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What’s New in Game-Based Learning – December 2019

Welcome, friends, to What’s New in Game-Based Learning – our regularly scheduled recap of the month’s 🔥hottest🔥 news from the world of game-based learning, serious games, and AR/VR for impact. Check out this month’s highlighted articles, and be sure to reach out on Facebook or Twitter if we missed any key stories! 

Video Games Take Cardiology Training to the Next Level (UChicago Medicine)

Game-based solutions for healthcare and medical training are growing rapidly in popularity – thanks in part to key developers like Level Ex, BreakAway Games, and more. One such game is featured in this post from the University of Chicago Medicine, which highlights the work of cardiologist Atman P. Shah, MD’s contributions to Cardio Ex, a mobile game which challenges cardiologists with solving virtual cases based on common catheterization lab scenarios. While Dr. Shah notes that apps like these are unlikely to ever fully replace real-world training, they can serve as highly effective tools for helping physicians practice key techniques in a risk-free environment. [READ MORE]

With a Virtual Reality Assist, Video Games Get K–12 Students Moving (EdTech K-12 Magazine)

Here at Filament, we think the intersection of video games and exercise education is fascinating – and we’re huge fans of some of the biggest exergaming classics like Wii Fit, Just Dance, and Beat Saber! And it appears we’re not alone in our appreciation of game-based physical education – according to EdTech K-12 Magazine, many educators have begun to incorporate VR fitness activities into their student’s PE routines. And while we certainly wouldn’t advocate for VR exercise as a total replacement for all in-school physical activity, it’s undeniable that the tech could prove particularly useful for schools which lack the gym/outdoor space typically required for fitness instruction. [READ MORE]

How Video Games Can Teach Us to Play Well with Others (Scientific American)

Research shows that promoting implicit bias literacy among academics can help reduce the frequency of bias incidents in university settings – however, initiating dialogue around issues of inclusion and empathy can be challenging for folks whom are new to these issues. It’s this which prompted the creation of Fair Play – a game which places players in the shoes of Jamal Davis, a first year graduate student who must navigate a barrage of microaggressions as they adapt their PhD program. Developed by our friends and neighbors Gear Learning in collaboration with a team of researchers from the University of Wisconsin – Madison, Fair Play attempts to promote bias literacy and training among academic professionals through simulated scenarios which prompt meaningful reflection and increased awareness of implicit bias. [READ MORE]

Video Games Created for Parkinson’s Rehab Can Help in Strengthening Limbs, Study Suggests (Parkinson’s News Today)

This article highlights a recent study published in the Journal of NeuroEngineering and Rehabilitation in which researchers attempted to find out if video games could potentially serve as a rehabilitation aid for people with Parkinson’s Disease. According to the results of the study, which compared the effects of traditional physical therapy treatments and custom game treatments using two groups of folks with the disease, both forms of treatment were highly effective at promoting grip strength among subjects, with folks who underwent the serious game treatment experiencing increased coordination and dexterity on both sides of their bodies, while control subjects experienced only increased scores on the more affected side of their body. [READ MORE]

Why Colleges Are Betting Big on Video Games (The Atlantic)

Is esports the future of college athletics? While it’s unlikely that traditional sports like football and basketball will be replaced by video games anytime soon, more college and university-sponsored esports programs are beginning to emerge each year – and for some schools such as Harrisburg University, these serve as many institution’s only varsity programs. But why are such schools suddenly so keen to invest in competitive gaming programs? And how come some students are choosing to forego the opportunity to enter the professional gaming circuit, instead choosing to play on behalf of a school? Find out in this fascinating feature from The Atlantic! [READ MORE]


Want to catch up on last month’s news? Check out our November 2019 roundup here!

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