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Playing and learning are fundamentally connected, and in this editorial, I outline according to which criteria educational processes can be gamified. As a next step, I attempt to discover key arguments that justify the value of games in the classroom. Especially in today’s times of uncertainty, games can, for example, contribute to questioning science-related information and to reflecting corresponding discourses on controversial topics. I call for papers on gamification in science education, especially in the light of current challenges.
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Nadja Belova (2024) studied this question.
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