Digital games and their impact in developing students’ critical thinking skills

Evangeli Boti, Panos Fitsilis, Vyron Damasiotis


Nowadays, with technology evolving with leaps and bounds and information being produced and disseminated rapidly without control, children are an easy target for misleading. The school could design and implement ways to impart and refine these skills that are critical to the decisions that make up the essence of life.

Within this context, this research work was shaped and studied the pedagogical value of digital games in developing critical thinking skills with regard to digital security. For this study, a teaching intervention was made using digital simulation games to demonstrate their contribution to the development of critical thinking compared to traditional teaching.

The exploitation of digital games was investigated in the context of an interdisciplinary online health education programme. The results of the research showed that this intervention contributed significantly to the development of critical thinking for the majority of students to whom it was applied.

Texto completo:

PDF (English)


Akritidis, N.; Tokatzoglou, M. (2017). The use of digital games as educational tools in the subject of Religious Studies. Issues of Didactics of Religious Studies, 1, 216-223. (

Chandel, P.; Dutta, D.; Tekta, P.; Dutta, K.; Gupta, V. (2015). Digital Game Based Learning in Computer Science Education. CPUH-Research Journal, 1(2), 33-37.

Cohen, L.; Manion, L.; Morrison, K. (2000). Research Methods in Education [5th edn] London: Routledge Falmer. Teaching in Higher Education, 41, 21. (

Creswell, J. W.; Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage publications.

Dorn, A. W.; Webb, S.; Pâquet, S. (2020). From Wargaming to Peacegaming: Digital Simulations with Peacekeeper Roles Needed. International Peacekeeping, 27(2), 289-310. (

ESA. (2017). ESSENTIAL FACTS About the computer and video game industry. (

Facione Peter, A. (2015). Critical Thinking: What It Is and Why It Counts. (

Flanagan, B.; Nestel, D.; Joseph, M. (2004). Making patient safety the focus: Crisis resource management in the undergraduate curriculum. Medical Education, 38(1), 56-66. doi:10.1111/j.1365-2923.2004.01701.x.

Fisher, A. (2005). Thinking skills and admission to higher education. A special paper, commissioned by the University of Cambridge Local Examinations Syndicate and produced by Centre for Research in Critical Thinking, University of East Anglia.

Gredler, M. E. (2004). Games and simulations and their relationships to learning. Handbook of research on educational communications and technology, 2, 571-581.

Gunter, G.; Kenny, R. F.; Vick, E. H. (2006). A case for a formal design paradigm for serious games. The Journal of the International Digital Media and Arts Association, 3(1), 93-105.

Hendriks, D. (2016). Comparing Traditional and Digital Learning Methods to Improve the Learning Outcomes of Young Children (Doctoral dissertation, Master’s Thesis, Faculty of Humanities, Tilburg University, Tilburg, The Netherlands).

Johnson, S. (2005). Everything bad is good for you: How today's popular culture is actually making us smarter. New York, NY, US.

Koliadis, E. A. (2002). Learning theories and educational practice: Volume 4: Cognitive psychology, cognitive neuroscience and educational practice: information processing model. Athens: Self-published.

Koulaidis, B. (2007). Contemporary Teaching Approaches for the Development of Critical-Creative Thinking for Primary Education. Athens: Ο.ΕΠ.ΕΚ. Education, OGS Conference Minutes.

Koutromanos, G.; Nikolopoulou, K. (2010). Investigating the Use of Digital Games by Primary and Secondary Education Students. Science and Technology in Education, 3(2), 97-112.

Marengo, A.; Pagano, A.; Ladisa, L. (2016). Game-Based Learning in Mobile Technology. In Proceedings of 17th International Conference on Intelligent Games and Simulation (pp. 80-84).

Matsagouras, H. (2007). Teaching Strategies: Critical Thinking in Teaching Practice. Athens: Gutenberg.

Klopfer, E.; Squire, K. (2008). Environmental Detectives—the development of an augmented reality platform for environmental simulations. Educational technology research and development, 56(2), 203-228. doi:10.1007/s11423-007-9037-6.

Loes, C. N.; Pascarella, E. T. (2017). Collaborative learning and critical thinking: Testing the link. The Journal of Higher Education, 88(5), 726-753. doi:10.1080/00221546.2017.1291257.

Oliver, H.; Utermohlen, R. (1995). An Innovative Teaching Strategy: Using Critical Thinking To Give Students a Guide to the Future. (

Potts, B. (1994). Strategies for teaching critical thinking. Practical Assessment, Research & Evaluation, 4(3). (

Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon: ΜCB University Press, 9(5).

Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.

Prensky, M. (2006). Don't bother me, Mom, I'm learning! How computer and video games are preparing your kids for 21st century success and how you can help!. Minessota: Paragon House.

Rusbult, C. (2006). Critical thinking skills in education and life.

Scheffler, I. (1973). Reason and teaching. London: Routledge and Kegan Paul όπ. Αναφ. Σε.

Siegel, H. (Ed.). (2012). Reason and education: Essays in honor of Israel Scheffler. Springer Science & Business Media.

Scriven, M.; Paul, R. (1987). Critical thinking. In The 8th Annual International Conference on Critical Thinking and Education Reform, CA.

Trilianos, Th. (1998b). Critical thinking and its necessity. MSTI School and Life, (3), 97-100, op. ref. in Perakaki, E. (2009). The development of critical thinking and the subject of music in secondary education: critical teaching (Doctoral dissertation, National and Kapodistrian University of Athens (EKPA). School of Philosophy. Department of Music Studies).

Uricchio, W. (2005). Cyberhistory: Historical Computer Games and Post-Structuralist Historiography. In Handbook of computer games studies (pp. 327-328). MIT Press, Cambridge MA.

Von Wright, J. (1992). Reflection on Reflection. Learning and Instruction, 2(1), 59-68. (

Zimmerman, B. J. (2008). Investigating self-regulation and motivation: Historical background, methodological developments, and future prospects. American educational research journal, 45(1), 166-183.


Enlaces refback

  • No hay ningún enlace refback.

Campus Virtuales

ISSN: 2255-1514