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.

Class Information:


Alternate Locations:

Location Dates & Times Course Name College Instructor Cost Register
* = material fee included