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.

Course Alignment:

Charlotte Danielson’s Framework for Teaching Alignments

Domain One 1A, 1B, 1C, and 1D
Domain Two 2A and 2B
Domain Three 3A and 3C
Domain Four 4A, 4E, and 4F

Class Information:


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