Gaming in education has traditionally belonged to the K-12 sphere, but in recent years higher education has taken a vested interest in this learning approach, from taking a game-based approach in classrooms to ensuring future educators learn the merits of it.
Key points:
- In recent years, gaming has gained momentum in higher education
- Research indicates it is a viable learning approach, with faculty gamifying lessons and student teachers learning how to use the approach with future students
- MIT, Penn State, and UC Irvine are all among schools leveraging game-based learning
(Next page: How universities are leveraging gaming)
Latest posts by Laura Ascione (see all) - Weak tech could push students, faculty to other institutions - April 13, 2026
- 13 predictions about edtech, innovation, and–yes–AI in 2026 - January 1, 2026
- 5 essential dimensions of AI literacy - December 12, 2025
Latest posts by Laura Ascione (see all)
- Weak tech could push students, faculty to other institutions - April 13, 2026
- 13 predictions about edtech, innovation, and–yes–AI in 2026 - January 1, 2026
- 5 essential dimensions of AI literacy - December 12, 2025
