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Abstract

Digital games and simulations for learning are not new phenomena. However, with the advancements in technology, they have gathered increasing interest over recent years. With digital ubiquity, games and simulations offer a compelling case for use in schools. As such, it is useful to understand the value and issues related to the use of digital games and simulations for learning as well as to develop a new frame for thinking on how to design learning in educational settings, harnessing the affordances of technology through the effective use of digital games and simulations.