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Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning