“…In history teaching, there are many student-centered digital game applications that can be used for the teaching of many units and learning outcomes. Some of these gaming applications developed based on Web 2.0 tools are Flippquiz, Puzzlemaker, Kahoot, Plickers, Quizizz, Nearpod, Socrative, Mentimeter, CrossWordLabs, Riddle, Triventy, LearningApps, AnswerGarden, EdPuzzle, Formative, JoeZoo, Kaizena, and TED-Ed. In the relevant literature, there are many studies focusing on the use of digital games in educational processes (Altınbulak, Emir, & Avcı, 2006;Birt & Nichol, 1975;Doğanay, 2007;Ezer, Ulukaya, & Kaçar, 2016;Gündüz & Yazıcı, 2012;Kavaklı, Akça, & Thorne, 2004;Karabacak, 1996;Karabağ & Aydoğan, 2015;Pehlivan, 2016;Özdemir, 2018;Seyhan & Şimşek, 2019). However, no study has so far been conducted to examine the design and use of Web 2.0-based digital games in history teaching.…”