Simulations and Gaming Technologies for the Classroom™ Online


Course Description:

Analyze current beliefs and assumptions regarding the use of video and computer games in the classroom for learning purposes. Evaluate learning games to determine their effectiveness and suitability for your students’ learning needs.

Required Text: What Video Games Have to Teach Us About Learning and Literacy, Second Edition, by J. P. Gee, published by Palgrave Macmillan, 2007

Credit Hours: 3

Download the syllabus here.



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