Games enhance critical thinking in players, suggesting their potential as viable educational tools.
Games are a well-accepted learning tool for young children, but when it comes to later and more complex education, they seem to fall behind other practices. The experiences and actions of players involved in games can engage them not only on a conscious but also on an emotional level. In the context of digital games, such involvement leads to a critical analysis of the situation the players find themselves in, which begins a process of critical thinking. The situations that players come across in the digital space provide a unique environment and opportunity for analysis and the development of critical thought, which would be impossible in a real environment.
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Lina Georgieva (2025) studied this question.
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