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Keywords = empathy games

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13 pages, 596 KiB  
Article
The Altruism Prioritization Engine: How Empathic Concern Shapes Children’s Inequity Aversion in the Ultimatum Game
by Weiwei Wang
Behav. Sci. 2025, 15(8), 1034; https://doi.org/10.3390/bs15081034 - 30 Jul 2025
Viewed by 261
Abstract
Children are not only concerned about fairness but also care for others. This study examined how experimentally induced empathic concern influences children’s responses to inequity, particularly when fairness considerations may conflict with empathy-driven motivations. A sample of 10- to 12-year-old children (N [...] Read more.
Children are not only concerned about fairness but also care for others. This study examined how experimentally induced empathic concern influences children’s responses to inequity, particularly when fairness considerations may conflict with empathy-driven motivations. A sample of 10- to 12-year-old children (N = 111, 62 boys, 49 girls) from China were randomly assigned to an empathic or non-empathic condition and completed multiple rounds of ultimatum and dictator games, acting as recipients and proposers. The results showed that children in the empathic concern condition were more likely to accept disadvantageous offers (F (1, 109) = 10.723, p = 0.001) and reject advantageous offers (F (1, 109) = 11.200, p = 0.001) than those in the non-empathic condition. Furthermore, in the dictator game, children in the empathic condition shared significantly more resources with the same protagonist (F (1, 109) = 110.740, p < 0.001). These findings suggest that empathic concern affects children’s inequity aversion and that empathic concern takes priority in guiding children’s inequity aversion when it conflicts with the fairness criterion. Moreover, our findings suggest that altruistic motivations potentially play a role in children’s responses to their inequity aversion. Full article
(This article belongs to the Special Issue Children’s Cognitive Development in Social and Cultural Contexts)
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16 pages, 1795 KiB  
Article
Fostering Empathy Through Play: The Impact of Far From Home on University Staff’s Understanding of International Students
by Shuanghui Sofia Shan and Sam Illingworth
Behav. Sci. 2025, 15(6), 820; https://doi.org/10.3390/bs15060820 - 14 Jun 2025
Viewed by 2764
Abstract
This study investigates the potential of Far From Home, a non-digital board game, as an innovative tool for fostering empathy among university staff towards international students. International students face multifaceted challenges—linguistic barriers, cultural dissonance, and systemic inequities—yet traditional staff training often fails [...] Read more.
This study investigates the potential of Far From Home, a non-digital board game, as an innovative tool for fostering empathy among university staff towards international students. International students face multifaceted challenges—linguistic barriers, cultural dissonance, and systemic inequities—yet traditional staff training often fails to cultivate the perspective-taking required for meaningful support. Using a mixed-methods approach, we analysed data from 82 participants across 10 game sessions, including surveys (n = 27), recorded gameplay observations, and semi-structured interviews (n = 6). Thematic analysis explored how role-playing as student avatars and collaborative problem-solving influenced staff empathy. The results demonstrated the game’s effectiveness in bridging cultural gaps, with participants reporting a heightened awareness of structural barriers and reduced stereotyping. Notably, the emergent findings suggested a “contrast commitment” effect, where witnessing biassed behaviours reinforced staff’s dedication to equitable practices. This study advocates for game-based training as a complement to existing programmes, with future research needed to assess longitudinal impacts. Potential applications include adapting the framework for other marginalised student groups and institutional contexts. Full article
(This article belongs to the Special Issue Benefits of Game-Based Learning)
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12 pages, 704 KiB  
Article
A Path Out: Using Video Games to Reduce Prejudice Towards Refugees
by Liam Cross, Gray Atherton and Chris Stiff
Behav. Sci. 2025, 15(5), 583; https://doi.org/10.3390/bs15050583 - 26 Apr 2025
Viewed by 495
Abstract
Historically, research on video games has centred on their potentially adverse effects, though more recently, work has started to explore the benefits. Here, we investigate whether playing a video game portraying a refugee’s plight in escaping war-torn Syria could affect implicit and explicit [...] Read more.
Historically, research on video games has centred on their potentially adverse effects, though more recently, work has started to explore the benefits. Here, we investigate whether playing a video game portraying a refugee’s plight in escaping war-torn Syria could affect implicit and explicit attitudes towards that social group. We show that after 30 min of game play embodying a Syrian refugee, participants showed reduced prejudicial attitudes and increased empathy towards Syrian refugees compared to those playing a mechanically similar but contextually unrelated game. While implicit attitudes followed the same direction, this difference was not statistically significant. Potential theoretical underpinnings of these findings, including perspective taking, embodiment, and contact perspectives for prejudice reduction, are discussed. Full article
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33 pages, 2371 KiB  
Review
Adolescent Aggression: A Narrative Review on the Potential Impact of Violent Video Games
by Alejandro Borrego-Ruiz and Juan J. Borrego
Psychol. Int. 2025, 7(1), 12; https://doi.org/10.3390/psycholint7010012 - 18 Feb 2025
Viewed by 8963
Abstract
Background: Exposure to violent content through video games can shape perceptions of aggression as normative or acceptable, potentially desensitizing adolescents to violence and increasing the likelihood that they will engage in aggressive behavior in their real-world interactions. This narrative review examines the relationship [...] Read more.
Background: Exposure to violent content through video games can shape perceptions of aggression as normative or acceptable, potentially desensitizing adolescents to violence and increasing the likelihood that they will engage in aggressive behavior in their real-world interactions. This narrative review examines the relationship between violent video games (VVGs) and youth aggression, addressing (i) VVG exposure through the lens of Social Learning Theory and the General Aggression Model; (ii) the biological determinants of aggressive behavior, including neurophysiological correlates and the potential modulatory role of the gut microbiome; (iii) and current evidence on the influence of VVG exposure on adolescent aggression. Results: VVG exposure may promote moral disengagement and reinforce aggressive behavior through rewarding violent actions, potentially leading to real-life aggression. Exposure to VVGs increases aggression by elevating cortisol levels, activating the sympathetic nervous system, stimulating the brain’s reward system, and disrupting neurotransmitter balance. Alterations in gut microbiome composition could occur as a result of engaging in VVGs, potentially mirroring the physiological responses observed in violent real-world activities. The relationship between VVGs and aggression among adolescents has been widely explored, with studies generally indicating that VVG exposure can lead to desensitization to violence, reduced empathy, and diminished prosocial behavior. VVGs have also been linked to both bullying perpetration and victimization dynamics among adolescents, contributing to mental health issues, which in turn exacerbate problematic gaming behaviors. Conclusions: While there is evidence suggesting that exposure to VVGs is associated with increased adolescent aggression, discrepancies in the literature highlight the need for further research aimed at improving our understanding of this phenomenon. The studies on this topic reveal significant limitations, including a predominance of cross-sectional designs, methodological shortcomings, small sample sizes, and challenges in generalizing results. Factors such as the developmental stages of the participants, the exclusion of females, and unmeasured variables during long follow-up periods further complicate interpretations. Moreover, parental responsibility and the effectiveness of age ratings require closer examination. Full article
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42 pages, 11126 KiB  
Systematic Review
A Systematic Review of Serious Games in the Era of Artificial Intelligence, Immersive Technologies, the Metaverse, and Neurotechnologies: Transformation Through Meta-Skills Training
by Eleni Mitsea, Athanasios Drigas and Charalabos Skianis
Electronics 2025, 14(4), 649; https://doi.org/10.3390/electronics14040649 - 7 Feb 2025
Cited by 7 | Viewed by 6285
Abstract
Background: Serious games (SGs) are primarily aimed at promoting learning, skills training, and rehabilitation. Artificial intelligence, immersive technologies, the metaverse, and neurotechnologies promise the next revolution in gaming. Meta-skills are considered the “must-have” skills for thriving in the era of rapid change, complexity, [...] Read more.
Background: Serious games (SGs) are primarily aimed at promoting learning, skills training, and rehabilitation. Artificial intelligence, immersive technologies, the metaverse, and neurotechnologies promise the next revolution in gaming. Meta-skills are considered the “must-have” skills for thriving in the era of rapid change, complexity, and innovation. Μeta-skills can be defined as a set of higher-order skills that incorporate metacognitive, meta-emotional, and meta-motivational attributes, enabling one to be mindful, self-motivated, self-regulated, and flexible in different circumstances. Skillfulness, and more specifically meta-skills development, is recognized as a predictor of optimal performance along with mental and emotional wellness. Nevertheless, there is still limited knowledge about the effectiveness of integrating cutting-edge technologies in serious games, especially in the field of meta-skills training. Objectives: The current systematic review aims to collect and synthesize evidence concerning the effectiveness of advanced technologies in serious gaming for promoting meta-skills development. Methods: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology was employed to identify experimental studies conducted in the last 10 years. Four different databases were employed: Web of Science, PubMed, Scopus, and Google Scholar. Results: Forty-nine studies were selected. Promising outcomes were identified in AI-based SGs (i.e., gamified chatbots) as they provided realistic, adaptive, personalized, and interactive environments using natural language processing, player modeling, reinforcement learning, GPT-based models, data analytics, and assessment. Immersive technologies, including the metaverse, virtual reality, augmented reality, and mixed reality, provided realistic simulations, interactive environments, and sensory engagement, making training experiences more impactful. Non-invasive neurotechnologies were found to encourage players’ training by monitoring brain activity and adapting gameplay to players’ mental states. Healthy participants (n = 29 studies) as well as participants diagnosed with anxiety, neurodevelopmental disorders, and cognitive impairments exhibited improvements in a wide range of meta-skills, including self-regulation, cognitive control, attention regulation, meta-memory skills, flexibility, self-reflection, and self-evaluation. Players were more self-motivated with an increased feeling of self-confidence and self-efficacy. They had a more accurate self-perception. At the emotional level, improvements were observed in emotional regulation, empathy, and stress management skills. At the social level, social awareness was enhanced since they could more easily solve conflicts, communicate, and work in teams. Systematic training led to improvements in higher-order thinking skills, including critical thinking, problem-solving skills, reasoning, decision-making ability, and abstract thinking. Discussion: Special focus is given to the potential benefits, possible risks, and ethical concerns; future directions and implications are also discussed. The results of the current review may have implications for the design and implementation of innovative serious games for promoting skillfulness among populations with different training needs. Full article
(This article belongs to the Special Issue Artificial Intelligence and Deep Learning Techniques for Healthcare)
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34 pages, 7145 KiB  
Article
Current State of Serious Games in Human Trafficking: Evaluation, Gaps, and Future Research Directions
by Fakhroddin Noorbehbahani, Kingson Fung and Kiemute Oyibo
Multimodal Technol. Interact. 2024, 8(11), 95; https://doi.org/10.3390/mti8110095 - 24 Oct 2024
Cited by 1 | Viewed by 2152
Abstract
Addressing human trafficking is crucial due to its severe impact on human rights, dignity, and well-being. Serious games refer to digital games that are designed to entertain while also accomplishing at least one additional objective, such as learning or health promotion. Serious games [...] Read more.
Addressing human trafficking is crucial due to its severe impact on human rights, dignity, and well-being. Serious games refer to digital games that are designed to entertain while also accomplishing at least one additional objective, such as learning or health promotion. Serious games play a significant role in raising awareness, training professionals, fostering empathy, and advocating for policy improvements related to human trafficking. In this study, we systematically examine and assess the current landscape of serious games addressing human trafficking to unveil the existing state, pinpoint gaps, and propose future research avenues. Our investigation encompassed academic publications, gray literature, and commercial games related to human trafficking. Furthermore, we conducted a thorough review of evaluation criteria and heuristics for the comprehensive assessment of serious games. Subsequently, incorporating these evaluation metrics and heuristics, the games were subjected to evaluation by both players and experts. Following a combined qualitative and quantitative analysis, the results were deliberated upon, and their implications were expounded. Five serious games related to human trafficking were identified and evaluated using the SGES and EGameFlow scales, along with both game-specific and serious game heuristics. Player and expert evaluations ranked “(Un)TRAFFICKED” and “Missing” as the best-performing games, while “SAFE Travel” received the lowest ratings. Players generally rated the games higher than experts, particularly in usability, feedback, and goal clarity, although the games scored poorly in audiovisual quality and relevance. Experts highlighted deficiencies in motivation, challenge, and learning outcomes. The lack of personalization and the absence of social gaming elements point to the need for more targeted human trafficking games adapted to different demographics, cultures, and player types. Full article
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23 pages, 2027 KiB  
Article
Video Game Skills across Diverse Genres and Cognitive Functioning in Early Adulthood: Verbal and Visuospatial Short-Term and Working Memory, Hand–Eye Coordination, and Empathy
by Triantafyllia Zioga, Aristotelis Ferentinos, Eleni Konsolaki, Chrysanthi Nega and Panagiotis Kourtesis
Behav. Sci. 2024, 14(10), 874; https://doi.org/10.3390/bs14100874 - 27 Sep 2024
Cited by 7 | Viewed by 9549
Abstract
The cognitive and affective impacts of video games are subjects of ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants’ gaming skills across six genres and overall proficiency. A total of 88 [...] Read more.
The cognitive and affective impacts of video games are subjects of ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants’ gaming skills across six genres and overall proficiency. A total of 88 individuals aged 20–40 participated, completing assessments of empathy and six cognitive abilities: verbal short-term memory, verbal working memory, visuospatial short-term memory, visuospatial working memory, psychomotor speed (hand–eye coordination), and attention. Participants’ cognitive abilities were examined using the Digit Span Test, Corsi Block Test, and Deary–Liewald Reaction Time Task, while empathy was assessed using the Empathy Quotient Questionnaire. Findings indicate that higher levels of videogaming proficiency are linked to improvements in visuospatial short-term and working memory, psychomotor speed, and attention. Specific genres enhanced particular skills: RPGs were positively associated with both verbal working memory and visuospatial short-term memory, but were negatively associated with empathy; action games improved psychomotor speed and attention; and puzzle games showed a positive relationship with visuospatial working memory. These results add to ongoing research on the cognitive and affective effects of video games, suggesting their potential to enhance specific cognitive functions. They also highlight the complex relationship between video games and empathy. Future research should explore the long-term impacts and genre-specific effects. Full article
(This article belongs to the Special Issue The Association between Visual Attention and Memory)
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14 pages, 1404 KiB  
Article
Pathways from Family Functioning to Internet Gaming Disorder: The Mediating Role of the Dark Triad
by Danilo Calaresi, Valeria Verrastro, Fiorenza Giordano, Janine Gullo and Valeria Saladino
Behav. Sci. 2024, 14(8), 668; https://doi.org/10.3390/bs14080668 - 2 Aug 2024
Cited by 9 | Viewed by 2106
Abstract
With internet gaming disorder (IGD) becoming more common, there are growing worries about the health of those it affects. This study examines how traits like Machiavellianism, psychopathy, and narcissism might connect family functioning to IGD. The research involved 1190 young adults who answered [...] Read more.
With internet gaming disorder (IGD) becoming more common, there are growing worries about the health of those it affects. This study examines how traits like Machiavellianism, psychopathy, and narcissism might connect family functioning to IGD. The research involved 1190 young adults who answered an online survey, sharing their personal experiences. To examine the mediation effects, latent variable structural equation modeling (SEM) was used, revealing complex relationships among the variables under investigation. Although all direct and indirect paths were statistically significant, the mediation effects of narcissism were positive only when Machiavellianism and psychopathy were not included as parallel mediators, but negative otherwise. The findings suggest that individuals with strong family functioning could be less likely to internalize manipulative behaviors and show a lack of empathy, traits that could contribute to their involvement in IGD. The results underscore the importance of recognizing the multifaceted nature of this phenomenon and provide valuable insights for developing comprehensive strategies to prevent and tackle IGD. Therefore, prevention and intervention efforts should consider the combined influences of family functioning, personality traits, and individual and contextual factors in the online environment to effectively address this problem. Full article
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18 pages, 3877 KiB  
Article
Teacher Education: Design Thinking Approach in Makerspaces to Produce Quality Educational Video Games with a Visual Identity and Improve Design Thinking Skills
by Yara Ahmed Mohebeldin Zaky and Ensaf Nasser Al Mulhim
Educ. Sci. 2024, 14(7), 718; https://doi.org/10.3390/educsci14070718 - 2 Jul 2024
Cited by 1 | Viewed by 2757
Abstract
Video games participate effectively in the educational process due to their attractive visual features, but there are many challenges that teachers face when using them. Among these challenges is designing games to suit the goals of the educational process and respecting societal identity. [...] Read more.
Video games participate effectively in the educational process due to their attractive visual features, but there are many challenges that teachers face when using them. Among these challenges is designing games to suit the goals of the educational process and respecting societal identity. Although there are many studies on educational video games, limited approaches that enhance teachers’ education have been explored. The current study focuses on stimulating pre-service teachers’ design thinking skills and improving the quality of their video games that have a visual identity by incorporating a design thinking approach into a makerspace. This study followed a quasi-experimental approach, in which 38 pre-service teachers from the departments of Art Education, Early Childhood Education, and Educational Technology at the College of Education at King Faisal University in Saudi Arabia participated. They designed and produced educational video games that consider visual identity and completed the design thinking scale. The results showed that there was great cooperation between participants from all disciplines in the work team, which affected the generation of creative and innovative ideas and the quality of the educational video games. This is due to the use of design thinking elements such as empathy, identification, ideation, and prototyping with different tools in the makerspace. This study calls for the use of a design thinking approach in the classroom learning space for teachers’ education, discusses implications for educational practices, and recommends further research in this area. Full article
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18 pages, 2027 KiB  
Article
Personalized Daily Hand Movement Training Methods and Effects: A Case Study
by Hua Wei, Kun Chen, Zi-Hao Chen and Ding-Bang Luh
Appl. Sci. 2024, 14(12), 5297; https://doi.org/10.3390/app14125297 - 19 Jun 2024
Viewed by 1352
Abstract
This study proposes a method for personalized daily hand exercise training to address the lack of personalization in rehabilitation training and its disconnect from daily life. This research aims to evaluate the impact of Happiness Memory Therapy on patients’ hand function through gamified [...] Read more.
This study proposes a method for personalized daily hand exercise training to address the lack of personalization in rehabilitation training and its disconnect from daily life. This research aims to evaluate the impact of Happiness Memory Therapy on patients’ hand function through gamified daily life training. The methodology integrates Happiness Memory Therapy and Positive Mirror Theory to assist in life game design. Patient interviews and empathy are used to gather life experiences, interests, hobbies, and challenges, which are then incorporated into personalized rehabilitation training. The experimental process includes pre- and post-intervention tests to assess changes in subjective well-being (SWLS), happiness (SHS), positive and negative emotions (PANAS), psychological well-being (PWB), and hand function impairment (DASH). The results show that the intervention significantly enhances patients’ subjective well-being, happiness, positive emotions, and reduces negative emotions and hand function impairments. In conclusion, Happiness Memory Therapy and Positive Mirror Theory are effective in developing personalized daily hand exercise training methods and have a significant impact on improving the psychological health and quality of life of stroke patients, offering new ideas and methods for personalized rehabilitation training. Full article
(This article belongs to the Section Biomedical Engineering)
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31 pages, 4082 KiB  
Article
Validation of the Gaming Skills Questionnaire in Adolescence: Effects of Gaming Skills on Cognitive and Affective Functioning
by Triantafyllia Zioga, Chrysanthi Nega, Petros Roussos and Panagiotis Kourtesis
Eur. J. Investig. Health Psychol. Educ. 2024, 14(3), 722-752; https://doi.org/10.3390/ejihpe14030048 - 19 Mar 2024
Cited by 5 | Viewed by 5142
Abstract
Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of [...] Read more.
Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of a comprehensive assessment tool for gaming skills across various genres. In a sample of 347 adolescents, this study aimed to develop and validate the Gaming Skill Questionnaire (GSQ) and assess the impact of gaming skills in six different genres (sport, first-person shooters, role-playing games, action-adventure, strategy, and puzzle games) on cognitive and affective abilities of adolescents. The GSQ exhibited strong reliability and validity, highlighting its potential as a valuable tool. Gaming skills positively affected executive function, memory, overall cognition, cognitive flexibility, and emotion recognition, except for empathy. Various game genres had different effects on cognitive and affective abilities, with verbal fluency influenced mainly by sports, executive functions by action, strategy, and puzzle, and emotion recognition positively impacted by action and puzzle but negatively by sports and strategy games. Both age and gaming skills influenced cognitive flexibility, with gaming having a greater effect. These intriguing genre-specific effects on cognitive and affective functioning postulate further research with GSQ’s contribution. Full article
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16 pages, 4264 KiB  
Article
Empathy, Education, and Awareness: A VR Hackathon’s Approach to Tackling Climate Change
by Noor AlQallaf, Dalia W. Elnagar, Sherif G. Aly, Khalil I. Elkhodary and Rami Ghannam
Sustainability 2024, 16(6), 2461; https://doi.org/10.3390/su16062461 - 15 Mar 2024
Cited by 5 | Viewed by 3477
Abstract
Climate change education is crucial for fostering informed and engaged future generations. However, traditional pedagogies often fail to engage learners fully and provide real-world, experiential learning. This paper presents a novel approach to climate change education through a three-day virtual reality (VR) hackathon. [...] Read more.
Climate change education is crucial for fostering informed and engaged future generations. However, traditional pedagogies often fail to engage learners fully and provide real-world, experiential learning. This paper presents a novel approach to climate change education through a three-day virtual reality (VR) hackathon. The hackathon focused on four United Nations (UN) Sustainable Development Goals (SDGs)—Quality Education, Affordable and Clean Energy, Sustainable Cities and Communities, and Climate Action. Using VR technology and game design software, engineering students worked in teams. They competed against each other in designing immersive environments that demonstrated their understanding of these SDGs and climate change. Our goal was to encourage the development of empathy, education, and awareness around these critical global issues. The hackathon also integrated authentic assessments, mirroring real-world engineering tasks and providing a more practical and relevant learning experience. Our findings suggest that this VR hackathon has significantly enhanced students’ understanding of the SDGs and climate change issues, their competency with VR technologies, as well as their teamwork and problem-solving skills. This paper discusses the hackathon’s design, implementation, and outcomes, highlighting the potential of such innovative approaches in tackling climate change education and awareness. Full article
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25 pages, 3512 KiB  
Review
VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence
by Eleni Mitsea, Athanasios Drigas and Charalabos Skianis
Educ. Sci. 2023, 13(7), 639; https://doi.org/10.3390/educsci13070639 - 22 Jun 2023
Cited by 22 | Viewed by 6400
Abstract
Inclusion, equality, and well-being for all, especially for people with special needs and disabilities, is globally recognized as a priority. At the same time, there is an urgent need to create digital training environments for people with special educational needs and disabilities (SEND). [...] Read more.
Inclusion, equality, and well-being for all, especially for people with special needs and disabilities, is globally recognized as a priority. At the same time, there is an urgent need to create digital training environments for people with special educational needs and disabilities (SEND). Virtual reality (VR) and gaming technologies have entered the race at full speed for skills training. Despite significant research on each of these technologies, there is still limited knowledge about the effectiveness of virtual reality games (VRGs) in targeted groups such as those with SEND. Thus, the current systematic review paper aims to investigate the effectiveness of gaming in virtual reality as an intervention strategy for meta-skills training among people with neurodevelopmental, cognitive disorders, and learning difficulties. The PRISMA 2020 methodology was used to respond to the objective and research questions. This study also emphasizes the mediating role of motivations, metacognition, and emotional intelligence as important assets for meta-skills development. The database search generated 1100 records, and 26 studies met the inclusion criteria. This study concludes that VRGs have the potential to support people with SEND in terms of raising motivation and developing metacognitive skills, as well as in developing the emotional intelligence skills needed for inclusion, accomplishment, an independent life, and personal well-being. As was observed, VRGs provided the subjects with positive experiences, allowing them to internalize motivations and—with less effort—develop self-motivated, self-regulated, and flexible behaviors. Full article
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42 pages, 2976 KiB  
Article
The Impact of Play-Based Learning Settings on Reading, Writing, Listening, and Speaking Skills
by Tülay Kaya Tekman and Mustafa Yeniasır
Sustainability 2023, 15(12), 9419; https://doi.org/10.3390/su15129419 - 12 Jun 2023
Cited by 5 | Viewed by 6823
Abstract
Playing, which is one of the most important emotional needs of children, is also used as an effective teaching technique by numerous educators. Educative games played with students in classroom environments with certain objectives have a critical role in reinforcing the previous knowledge [...] Read more.
Playing, which is one of the most important emotional needs of children, is also used as an effective teaching technique by numerous educators. Educative games played with students in classroom environments with certain objectives have a critical role in reinforcing the previous knowledge of children and improving their mental skills. In addition, it is believed that when properly planned and applied, play-based learning settings and games increase learning motivation of children and reduce their school-related stress and anxiety. The purpose of this study is to reveal the effectiveness of play-based learning settings and educational games played in these settings on the sustainability of children’s reading, writing, listening, and speaking habits. For this purpose, the themes of responsibility, tolerance, self-confidence, frugality, honesty, patriotism, and empathy were determined. Before the play-based learning environment was created, preliminary information was obtained about 20 students selected for the study through a questionnaire prepared in consultation with field experts. Subsequently, play-based learning environments were created by choosing bomb, creative drama, story cubes, puppets, two truths one lie, drama, and empathy games related to the themes in question. The themes and texts were given to 10 students through games for a total of 7 weeks, 1 week for each theme. In addition, the same themes were given to the remaining 10 students through traditional education. In the eighth week, the level of understanding of each student as regards the relevant theme was revealed through the questionnaire prepared based on the opinions of the experts. It was observed that the anxiety of the students in the classroom environment decreased considerably during seven weeks with the help of the play-based learning settings. In addition, it was determined that these students were more eager to read, write, listen to, and speak texts than the students who received traditional education, and that they comprehended the themes more easily. It can be said that educational games can be used as an effective method to increase the children’s interest in lessons and school, diversify their learning experiences, improve their performance and motivation, and enhance the sustainability of education. Full article
(This article belongs to the Special Issue Gamification in Sustainable Education)
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22 pages, 1176 KiB  
Article
Exploring Students’ Opinion towards Integration of Learning Games in Higher Education Subjects and Improved Soft Skills—A Comparative Study in Poland and Romania
by Cosmina-Simona Toader, Ioan Brad, Ciprian Ioan Rujescu, Carmen-Simona Dumitrescu, Elena Claudia Sîrbulescu, Manuela Dora Orboi, Raul Pașcalău, Małgorzata Zajdel, Małgorzata Michalcewicz-Kaniowska and Codruța Gavrilă
Sustainability 2023, 15(10), 7969; https://doi.org/10.3390/su15107969 - 13 May 2023
Cited by 5 | Viewed by 2676
Abstract
This study aimed to explore and compare Polish and Romanian students’ opinions towards the integration of learning games in Higher Education subjects and to highlight the improved soft skills by participating in learning games. This article reports the results of a quantitative study [...] Read more.
This study aimed to explore and compare Polish and Romanian students’ opinions towards the integration of learning games in Higher Education subjects and to highlight the improved soft skills by participating in learning games. This article reports the results of a quantitative study that was designed to explore and compare the opinions of 103 students from 2 universities towards the integration of learning games in the Project Management subject. The students ranked 71 items found in the questionnaire in 7 scale questions. The items are presented in the form of skills that can be developed by participating in educational games and aspects that are important in Project Management. In the analysis of the data, the T test—two sample test—was used, and the nonparametric Wilcoxon rank-sum test, using the SAS Studio application to assess whether the average responses are different between the two groups (α = 0.05). There were significant differences in the case of some items related to the skills that can be developed by participating in two educational games (communication, empathy, awareness, problem-solving, work productivity, and time management), but also items that help students understand the importance of some aspects related to Project Management after participation in educational games (work productivity, team dimension, time management, and following request). Full article
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