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Digital Innovation and Learning: Serious Games and ICT as Tools for Educational Engagement

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  • Digital Innovation and Learning: Serious Games and ICT As Tools For Educational Engagement
  • Digital Innovation and Learning: Serious Games and ICT as Tools for Educational Engagement

Christos Simos 1, *, Evangelia Tzagkourni 2, Theodora Tzianakopoulou 1, Alexandra Papachristou 1, Evangeli Xyloparkioti 1, Styliani Nestoratou 1, Aikaterini Galiotou 1 and Maria Papadakou 1

1 Faculty of Social Theology and Religious Studies, National and Kapodistrian University of Athens. Department of Greek Philology, Democritus University of Thrace, Greece.
2 Department of Preschool Education, University of Crete, Greece.

Review Article

GSC Advanced Research and Reviews, 2026, 27(03), 149-160

Article DOI: 10.30574/gscarr.2026.27.3.0151

DOI url: https://doi.org/10.30574/gscarr.2026.27.3.0151

Received on 20 May 2026; revised on 27 June 2026; accepted on 29 June 2026

Digital innovation has brought about substantial changes in the contemporary educational landscape, accelerating the transition from traditional, teacher-centered models to interactive and student-centered approaches. Information and Communication Technologies (ICT) play a decisive role in creating dynamic learning environments that promote active student participation and strengthen the knowledge-building process. Within this evolving context, serious games have emerged as particularly promising tools that harness gamification mechanisms to enrich the learning experience. Through their application, students’ cognitive, emotional, and behavioral engagement is reinforced. This article explores the role of serious games and ICT as instruments of educational engagement, examining both their pedagogical potential and the challenges associated with their integration into contemporary educational practice. 

Digital Innovation; Information and Communication Technologies (ICT); Serious Games; Educational Engagement; Student-Centered Learning; Gamification; Digital Education; Active Learning; Interactive Teaching; Educational Technology

https://gscarr.gsconlinepress.com/sites/default/files/fulltext_pdf/GSCARR-2026-…

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Christos Simos, Evangelia Tzagkourni, Theodora Tzianakopoulou, Alexandra Papachristou, Evangeli Xyloparkioti, Styliani Nestoratou, Aikaterini Galiotou and Maria Papadakou. Digital Innovation and Learning: Serious Games and ICT as Tools for Educational Engagement, GSC Advanced Research and Reviews, 2026, 27(03), 149-160. Article DOI: https://doi.org/10.30574/gscarr.2026.27.3.0151.

Copyright © Author(s). All rights reserved. This article is published under the terms of the Creative Commons Attribution 4.0 International License (CC BY 4.0), which permits use, sharing, adaptation, distribution, and reproduction in any medium or format, as long as appropriate credit is given to the original author(s) and source, a link to the license is provided, and any changes made are indicated.


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