Green Entrepreneurship in a Rapidly Changing World
In a world marked by accelerating climate change, biodiversity loss, and growing social inequality, the call for rethinking how we live, work, and do business has never been more urgent.…
In a world marked by accelerating climate change, biodiversity loss, and growing social inequality, the call for rethinking how we live, work, and do business has never been more urgent.…
Enigmathico is an Erasmus+ project designed to transform how children aged 8–12 experience mathematics—by turning it into a story. Combining literacy, numeracy, and gamification, Enigmathico helps students build mathematical confidence…
DigiCity is an Erasmus+ project aimed at equipping European youth (ages 15-25) with vital digital citizenship skills using gamification. In today’s online world, young people need more than just digital…
EUtopia, an Erasmus+ initiative, inspires young people to become active participants in democratic life. By engaging with Europe’s social, cultural, and historical heritage, the project equips youth (ages 16-25) and…
A new study presented at the 21st International Conference on Knowledge Based and Intelligent Information and Engineering Systems, researchers introduced "Gamified," an innovative educational platform designed to boost student motivation…
In a comprehensive study published in the International Journal of Human-Computer Studies, researchers examined the impact of challenge-based gamification on learning outcomes in statistics education. Conducted with 365 students across…
In a new report, UNICEF Innocenti explores the transformative potential of digital games in enhancing children's well-being. This international study reveals that thoughtfully designed games can fulfil children's deep-seated needs,…
Gamification techniques and tools have enhanced digital learning. Integrating these with artificial intelligence (AI) can be highly beneficial, though, if misapplied, it might prove disadvantageous. The primary goal of gamifying…
The educational world is enriched by the introduction of gamification techniques, true allies for students with specific learning disorders, also known under the term "Dys" disorders. This approach, far from…
Video games are often perceived solely as entertainment, yet they harbor an unsuspected pedagogical potential, especially in the field of language learning. Indeed, their use can offer a multitude of…