“…For several decades now, the scientific and educational community has grown increasingly interested in videogames (although with some conceptual differences, often called serious games or games-based learning) as learning tools (Clark, Tanner-Smith, & Killingsworth, 2016; Garris, Ahlers, & Driskell, 2002; Nawrocki & Winner, 1983; Prestridge & de Aldama, 2016; Randel, Morris, Wetzel, & Whitehill, 1992). Many articles have been published in different fields and subjects as wide ranging as history (Froschauer, Merkl, Arends, & Goldfarb, 2013), sport (Bideau et al., 2010), medicine (Graafland, Schraagen, & Schijven, 2012), or learning by people with disabilities (Lämsä, Hämäläinen, Aro, Koskimaa, & Äyrämö, 2018). Science, technology, engineering and mathematics education is one of the areas in which the effect of videogames has been studied the most (Boyle et al., 2016; Clark et al., 2016; Hainey, Connolly, Boyle, Wilson, & Razak, 2016).…”