Digital games and VR for education is not just a hype. They promote learning-by-doing, critical thinking skills, decision-making skills, and the visualization of otherwise difficult to see environments. They also lead to ‘difficult-to-forget experiences’, hence promoting deep learning and longer retention.
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Dragon Box 12+ – An example how educational games can be fun
Dragon Box 12+! An inspiration how to set up and design educational games for a young target group!
Read More »Gamescom 2019
Last August, a couple of our CHARMING ESRs had the chance to attend Gamescom 2019, one of the biggest game events of the year. For me personally, as a noob in the game industry, this was a great opportunity to ...
Read More »Next Level Reality
Next Level Reality
Read More »DEVCOM under review
The story, character design, environment/level design, sound & music, world building and game mechanics are the different layers of the storytelling onion.
Read More »An Engaging VR Authoring Tool
The list tools which enable the creation of virtual reality learning experiences is growing. Engage is on this list and has the potential to help teachers begin experimenting with delivering lessons in VR. In late May and early June, a ...
Read More »From a wise man to augmented reality
Nature illustrates esoteric incidents in every second for the ones feeling curiosity inside their veins. Even without all those advanced tools that scientists have been using to investigate inquiries, you may still have a chance to satisfy your desire once you intuitively know how to observe.
Read More »Educational game on recycling and sustainability
CosmiClean: an educational game enabling players to be educated on recycling and sustainability in a fun and easy way. Developed by Lugus Studios in collaboration with KU Leuven and other partners of the GAMES project funded by EIT RawMaterials.
Read More »A Charming way to build a bridge
The inter-sectorial and interdisciplinary Charming ETN consists of leading universities and industry participants and trains 15 ESRs in the areas of innovative chemical engineering, instructional psychology & pedagogy, and immersive technology.
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