Digital games in history teaching and learning in inclusive schools: a literature review
DOI:
https://doi.org/10.1590/SciELOPreprints.15291Keywords:
History Teaching, Digital Games, Inclusive EducationAbstract
This article presents a systematic literature review on the use of digital games as a tool for teaching and learning History within the context of inclusive education. The investigation analyzed 10 academic works (5 articles and 5 dissertations) published between 2016 and 2023, identified in the BDTD and CAPES Portal databases. Utilizing Braun and Clarke’s (2006) Thematic Analysis, the study sought to answer: what does scientific production portray regarding digital games as a strategy for teaching and learning History in inclusive schools? The results revealed a significant gap in the literature: although several studies explore the potential of digital games in History education, virtually none articulate this practice with the principles of inclusive education or focus specifically on students with intellectual disabilities, autism, or multiple disabilities. The analysis was organized into three thematic categories: pedagogical mediation, digital game-based History learning, and imagination and creation. The findings demonstrate that the educational effectiveness of digital games does not lie in the technological artifacts themselves, but in the intentional pedagogical mediation that articulates playful experiences with the systematic construction of historical knowledge, promoting student engagement, the development of critical thinking, and the appreciation of local histories.
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Copyright (c) 2026 Angelo Nascimento Carrasco, Regina Célia Linhares Hostins

This work is licensed under a Creative Commons Attribution 4.0 International License.
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