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Social innovation and video games: exploring implications for learning and teaching

Patrick Gregori and Milica Marković

Chapter 17 in Handbook of Teaching and Learning in Social Innovation, 2026, pp 263-278 from Edward Elgar Publishing

Abstract: Social innovation has emerged as a solution to numerous global challenges. Education has the potential to increase awareness of these challenges and to shift mindsets towards more sustainable practices. Leveraging different methods and tools for knowledge dissemination is important to make a stronger impact. There is a growing interest in video games and their role in education. However, we lack insights concerning their application in social innovation education and teaching. Therefore, this study explores the educational video game Eco, building on autoethnographic approaches and players’ online data to uncover experiences with the game. The findings show that the game's design facilitates different modes of learning that, in turn, enable social innovation competencies, including systems thinking, problem solving, communication and collaboration. The study shows that video games like Eco have the potential to be powerful tools for learning. Furthermore, it provides practical suggestions for implementation in teaching settings.

Keywords: Social Innovation; Learning; Teaching; Education; Video Games; Game Design (search for similar items in EconPapers)
Date: 2026
ISBN: 9781035318292
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