Examining the use of digital game-based learning in social studies instruction within the context of inclusive education: A design-based research

This study examines the use of the digital game-based learning (DGBL) approach in social studies instruction for the purpose of inclusive education. The research was conducted with 18 social studies teachers working in 10 public middle schools located in different socio-cultural regions of Turkey. The study was carried out in three iterative phases within the framework of Design-Based Research (DBR): analysis and exploration, design and implementation, and evaluation and redesign. Data collection tools included observation forms, teacher reflective journals, semi-structured interviews, and surveys. The findings indicate that digital games enhance the participation, motivation, and social interaction of students with special needs, while also improving teachers’ awareness of inclusive teaching and their technological pedagogical competencies. However, technical infrastructure deficiencies and time constraints were identified as factors that hindered the implementation process. The research demonstrates that DGBL can be used as an effective teaching strategy in inclusive educational settings and can become sustainable with institutional support for teacher training and school infrastructure.

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Publication Details

Journal
E-Learning and Digital Media
Published
2025-12-23
DOI
https://doi.org/10.1177/20427530251411833
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Examining the use of digital game-based learning in social studies instruction within the context of inclusive education: A design-based research

Fatih Pala
E-Learning and Digital Media
Educational Games and Gamification
article

Examining the use of digital game-based learning in social studies instruction within the context of inclusive education: A design-based research

Fatih Pala
article en

Abstract

This study examines the use of the digital game-based learning (DGBL) approach in social studies instruction for the purpose of inclusive education. The research was conducted with 18 social studies teachers working in 10 public middle schools located in different socio-cultural regions of Turkey. The study was carried out in three iterative phases within the framework of Design-Based Research (DBR): analysis and exploration, design and implementation, and evaluation and redesign. Data collection tools included observation forms, teacher reflective journals, semi-structured interviews, and surveys. The findings indicate that digital games enhance the participation, motivation, and social interaction of students with special needs, while also improving teachers’ awareness of inclusive teaching and their technological pedagogical competencies. However, technical infrastructure deficiencies and time constraints were identified as factors that hindered the implementation process. The research demonstrates that DGBL can be used as an effective teaching strategy in inclusive educational settings and can become sustainable with institutional support for teacher training and school infrastructure.

E-Learning and Digital Media
University of Science, Art and Technology (MS)
Openalex Percentile: Top 29%
Educational Games and Gamification
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