“…This use covers the application of a wide variety of analogous and digital resources among which Roleplaying games (Gunn et al, 2018;Sapkaroski et al, 2019Sapkaroski et al, , 2021Shih et al, 2015), digital developments oriented toward virtual reality (Bhattacharjee et al, 2018;Georgiou et al, 2020;Osti et al, 2020;Tai et al, 2020), the use of mannequins (Mendoza-Maldonado & Barría-Pailaquilén, 2018;Morley et al, 2019;Ward et al, 2014;Wilson et al, 2020), simulated situations developed for problem and case solving (Dave, 2018;Gallimore et al, 2008;Wong et al, 2021), in-person simulations developed as theatrical exercises (Cowperthwait et al, 2021;Gargano & Timke, 2022; Tellez et al, 2021;Weber et al, 2021), Computer-aided design (CAD) simulations (Cheng et al, 2020;Conrad et al, 2021), web-based virtual laboratories or "PhET" interactive simulations (Aboraya, 2021;Liu et al, 2018;Roy et al, 2015), Game-based mobile apps, serious and immersive games (Castronovo et al, 2017;Ferreira et al, 2021;Hauge & Riedel, 2012), and simulation board games (Bridges et al, 2019;Manshoven & Gillabel, 2021).…”