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Video Games and Learning

Course Summary

Video games aren’t just fun, they can be powerful vehicles for learning as well. In this course, we discuss research on the kinds of thinking and learning that go into video games and gaming culture, benefits and drawbacks of digital gameplay, tensions between youth culture and traditional education, and new developments intended to bridge


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    Course Syllabus

    Week One – Introduction: Games and Learning?!
    Week Two – Game Design for Learning?
    Week Three – Game Culture & Learning
    Week Four – Games & Cognition
    Week Five – Games & Content Subject Matter
    Week Six – Games & The Institution of Education

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    Recommended Background

    Though the course targets an undergraduate audience, there is no prerequisite for completing the course.

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    Course Format

    Each week you can expect video lectures, readings, and one or more assignments, including ample discussion of each in the forums. Though we hope you complete the entire course, you can choose to focus on what interests you.

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    Suggested Reading

    Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series). Teachers College Press. 1234 Amsterdam Avenue, New York, NY 10027. Steinkuehler, C., Squire, K. & Barab, S. (2012) Games, Learning and Society: Learning and Meaning in the Digital Age. Cambridge University Press. Gee, J.P. (2004). Situated Language & Learning: A Critique on Traditional Schooling. Routledge. Gee, J.P. (2007). What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated. New York: Palgrave Macmillan.


Course Fee:
Free

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

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