The use of didactic games in order to promote scientific culture leads to innovative methodologies and technologies that can be very effective for the learning process of students or simply to make them more curious about "critical disciplines" such as mathematics. Delivering learning games means making an effort to meet the language and the culture of learners, focusing on their motivation: this aim can be achieved by developing projects and products with a high use of competitiveness and creativity.
Colorni, A., Sancassani, S., Azzali, S., & Padovani, N. (2010). The use of competition and creativity as key driver to promote scientific culture among students. International Journal of Emerging Technologies in Learning, 5(SPECIAL ISSUE 2), 43–46. https://doi.org/10.3991/ijet.v5s3.1499