The CoCreative approach to digital simulation games in social science education Abstract   This paper focuses on the educational possibilities and potential of digital simulation games in higher education. It provides the detailed examination of the true experimental design of a cocreative gamified classroom that could be used in different academic subjects in social science education. In this pedagogical experiment, we tested the effects of a cocreative gamification classroom within a Public Sector Economics course attended by 253 firstyear masteru0027s students. We used pretest and posttest examinations, surveys, and interviews to evaluate and compare effects on learning outcomes and course evaluations of different classroom modes (with and without a cocreative approach and digital simulation games). This paper presents a quantitative and qualitative analysis of the proposed experimental design, using treatment and control groups. Our conclusions make a contribution to the discussion of the cocreative approach in education, proving that its digital implementation can develop studentsu0027 generic and professional skills. We also reveal a more conscious and motivated attitude toward the future profession of those students who participated in the process of creating the game.

Development of Digital GameBased Learning System in Social Curriculums of Primary Schools With the advances in science and technology, it has been a new trend to apply digital gamebased learning in education. Although many scholars have proposed digital gamebased learning systems, less attention has been paid to their development in social curriculums. However, in the teaching of social curriculums, it often needs to construct cultural backgrounds of many different countries as well as different story backgrounds. It is not only abstract but also difficult for teachers to use only films or use films plus photographs for lecturing, but will also make learners easily lose confidence in learning. Therefore, this study establishes a digital gamebased learning system included Map module, Guidance module, Story module, Question module, Learning process module, Scoring module, and Feedback module. This system uses the first person perspective in the game and guides the learning of learners in the way of passing game levels. It is expected that this system can be used as a teaching aid for learners to learn in the game, thereby achieving the effect of teaching in fun.