Gamification in science education: a promising field for Action Research?


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DOI:

https://doi.org/10.51724/arise.37

Keywords:

Action research, science education, gamification

Abstract

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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References

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Published

05/28/2021 — Updated on 10/01/2021

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How to Cite

Belova, N. (2021). Gamification in science education: a promising field for Action Research?. Action Research and Innovation in Science Education, 4(1), 1–3. https://doi.org/10.51724/arise.37 (Original work published May 28, 2021)