Abstract:This chapter explores the role of games in achieving high-level student learning outcomes in higher education settings. It explores the pros and cons of employing gamification in the classroom, the relationship between gaming and assessment of learning outcomes, and offers a few specific examples of materials to use in role-playing games. It will be tailored to first-year courses and gen ed requirements as befitting this book. It will be an end cap and engage those who are interested in pedagogy.
Set email alert for when this publication receives citations?
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.