Abstract
Game-Based Learning (GBL) continues to gain traction across educational levels, offering engaging, experiential approaches that foster both disciplinary learning and transversal competences. The articles featured in this special issue explore the educational potential of both commercial and serious games, digital and analog, to support learning in diverse domains, from STEM to media literacy. The issue also addresses key challenges in GBL implementation, including the need for learning design skills, teacher training, and inclusive practices that respond to learner diversity. Contributions adopt a variety of methodologies, from experimental studies to critical reviews, and extend the field’s scope by investigating underexplored topics such as biofeedback-based games and gender-related differences in gamification effectiveness. Taken together, the contributions emphasize the sheer variety of GBL approaches, while carefully considering how GBL should be employed to be effective.
| Original language | English |
|---|---|
| Pages (from-to) | 7-11 |
| Number of pages | 5 |
| Journal | Italian Journal of Educational Technology |
| Volume | 33 |
| Issue number | 1 |
| Early online date | 2 May 2025 |
| DOIs | |
| Publication status | Published - 8 Aug 2025 |
Bibliographical note
This is an open access, peer-reviewed article published by Firenze University Press (https://www.fupress.com) and distributed, except where otherwise noted, under the terms of the CC BY 4.0 License for content and CC0 1.0 Universal for metadataKeywords
- Board Games
- Game-Based Learning (GBL)
- Teacher Training
- Transversal Skills
- Video Games
ASJC Scopus subject areas
- Computer Science Applications
- Education
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