Gamification in science education: a promising field for Action Research?
Nadja Belova 1  
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Department of Biology and Chemistry, University of Bremen, Germany
Nadja Belova   

Department of Biology and Chemistry, University of Bremen, Germany
Publication date: 2021-05-28
ARiSE 2021;4(1):1–3
In this editorial I outline the basic connections between playing and learning and define what a “game” actually is and how educational processes can be “gamified”. I then try to find key arguments on why games are valuable for educational purposes. Because I believe that Action Research can con-tribute to a better implementation of games in the classroom, my editorial ends with a call for papers on this issue.
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