1. Home
  2. /
  3. Events
  4. /
  5. Future of Gaming in...

Future of Gaming in Education

Gaming strategies are proven to increase usage of software, but do they aid learning? And — in a sea of simplistic games often bolted-on to core software – do novel strategies exist? We’ll look at the latest research and innovative deployments to see which ideas provide a level up and which ones need a power boost.

This session was held via Zoom on 19 May 2022. Watch the full session on YouTube or jump to a topic below.


1:42 – Prof Thorkild Hanghøj – Games as spaces for dialogue and expertise

11:47 – Lisa Petro – Developing Global Citizens through gamified dialogic practices

21:38 – Marianne Pickles – Learning English in Minecraft

Questions and discussion

33:04 – Are there free games that can be used in schools?

36:46 – Is the terminology “gaming in education” different from “gamification?”

41:26 – Games for technical, professional, or entrepreneurial education

44:14 – Can the Adventures in English game be played in multiplayer mode?

46:15 – How can teacher training help to develop skills for games-based learning?

52:26 – Have you noticed differences in games uptake between countries and cultures?

58:04 – Are there any known negative impacts for using games in education?

1:03:21 – Any specific papers to recommend on gaming in education?


Prof Thorkild Hanghøj

Prof Thorkild Hanghøj

Professor of Games and Learning, Aalborg University

Lisa Petro

Lisa Petro

Education and Quality Lead, Generation Global

Lorenzo Raffio

Lorenzo Raffio

Digital and Monitoring, Eval., Acc'tability and Learning Lead, Gen. Global

Marianne Pickles

Marianne Pickles

Head of Assessment Dev., Cambridge University Press & Assessment


Dr Imogen Casebourne

Dr Imogen Casebourne

Research Lead, DEFI Innovation Lab

About the panellists

Lisa Petro

Presentation Title

Developing Global Citizens through gamified dialogic practices

Presentation Overview

Young people all over the world engage in diverse and online social spaces. These online communities use gamified incentivization to increase retention, but most platforms lack support for meaningful learning on how to communicate. Generation Global’s Ultimate Dialogue Adventure provides a gamified pathway for students to engage in dialogue and intercultural relationships through meta-cognitive interventions, to build dialogic skills and develop attitudes of open-mindedness, resulting in diversity awareness and increased global citizenship. In this session, participants will learn about the learning architecture of this dynamic, student-led platform, how it was developed, and the impact it has had on students all over the world.


Participants in this session will:

  • Explore the Ultimate Dialogue Adventure and how its learning architecture supports the development of dialogic skills and open-mindedness in youth ages 13-17.
  • Learn about the process and resources used to develop a gamified, student-led pathway from the ground up.
  • Gain an understanding of various benchmarks for measuring the efficacy of the Ultimate Dialogue Adventure in meeting the stated objectives of the learning experience.
About Lisa
Lisa Petro is the Education and Quality Lead at Generation Global, Tony Blair Institute for Global Change, focusing on the development of curricula and learning interventions that foster intercultural communication and support young in becoming open-minded global citizens. Prior to her tenure with the Institute, Lisa co-founded Know My World, a tech-driven global education organization that supports educators and students in developing knowledge and skills for social, emotional, and cultural learning through Virtual Exchange. As a long-standing consultant for Tecnológico de Monterrey in Mexico, Lisa served as a national coordinator for the Multicultural Education Program at PrepaTec and co-designer of the PrepaTec Multicultural Competency Model. Lisa has collaborated and led on the development of Global Education curricula and programs for organizations and institutions around the world including Nepali Education Support Trust, The Grail Link to the United Nations, and One Globe Kids. Lisa holds K-12 teaching certification in New York State and an MPS in Multicultural and Humanistic Education from the State University of New York, New Paltz.
Lorenzo Raffio
About Lorenzo

Lorenzo specialises in leading the development of large-scale digital learning platforms and in monitoring and evaluating the impact of educational activities designed for young people. He is interested in research concerning experiences in education involving innovative technological tools that leverage the power of the internet to create opportunities for dialogue and intercultural exchange. He has a decade of experience building accessible and inclusive digital spaces. He holds a BSc in Economics (La Sapienza University, Rome) and a MSc in International Development and Social Anthropology (Birkbeck College, University of London).

Thorkild Hanghøj
Games as spaces for expertise and dialogue
The educational potential of games is often oversold without provding specific examples that can benefit practitioners. So, how to teach with games in practice? This presentation will present two examples taken from on-going research projects: 1) how secondary students may learn through redesigning games in Danish, mathematics and science, and 2) how young adults with autism may develop problem-solving, communication and collaboration skills through esports activities.
What you will gain from attending
A better idea of what games and learning may look like in practice; preliminary findings from two research projects, and inspiration on how to get started.
About Thorkild
Thorkild Hanghøj is a Professor of Games and Learning at the Communication, IT, and Learning Design group, Aalborg University, Copenhagen, where he also co-coordinates the interdisciplinary Center for Applied Game Research (CEAGAR). His work explores different approaches to teaching with games, often with a strong focus on dialogic aspects and possibilities for developing literacies.
Marianne Pickles
Adventures in English
This presentation will provide an introduction to Adventures in English with Cambridge, an award-winning educational video game built in Minecraft. In the game, learners independently explore an intriguing context-rich environment, full of opportunities to discover, listen, read, write and communicate meaningfully in English. Their learning journey is determined by how well they’ve been able to understand and follow instructions, fulfil requests and respond to questions; while built-in puzzles and challenges, (along with supplementary materials for teachers) motivate learners to re-visit the experience.
What you will gain from attending
  • Theory and research underpinning the game design
  • The approach to the design of learning content and tasks within the game
  • The role of user testing and data
  • Future directions in games for English learning.
About Marianne
Marianne Pickles believes in the power of video games for learning languages and she has worked on games-based learning and assessment projects since 2017. Recently, she was part the team who designed, created and launched Adventures in English with Cambridge, an immersive English language learning game built in Minecraft. As the Head of Assessment Development at Cambridge University Press & Assessment, she leads a team of specialists in English language acquisition who each work on products focused on digital innovation. She has a Master’s in Language Testing, is Delta-qualified as a teacher of English, and she has played video games for as long as she can remember.