Using simulations and games in education has risen sharply in the last decade, together with studies reporting on their learning effects. This article has three objectives: (a) to present the main features of simulations and games used for educational purposes as well as their hybrid forms; (b) to discuss how gamification can be employed to facilitate a transition from simulations to games; and (c) to outline some major findings and challenges underlined in the recent literature on the educational use of simulations and games with a focus on inquiry-based learning in science education.
|Title of host publication||International Encyclopedia of Education|
|Editors||Robert J. Tierney, Fazal Rizvi, Kadriye Ercikan|
|Publisher||Elsevier Science, IOS Press|
|Number of pages||8|
|Publication status||Published - 2023|