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educators, and researchers are working to find answers to how games and technology affect learners of all ages. The third section, on ‘How to Start Using Digital Games for Learning’, provides examples of how some educators are using digital games in the classroom and how they find support when running into difficulties. The next section, ‘How to Choose a Digital Learning Game’, gives you a starting point for game selection by providing an understanding of the types of games available in the marketplace and how to go about selecting them. Ideas about how to overcome obstacles for using digital games in the classroom are presented in the next section and, finally, the last section takes an in-depth look at how some teachers are using games in the classroom and their real-life struggles and victories.

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October 2026
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