Gaming in Higher Education


Many have seen game-like exercises in K-12 classrooms, but expectations for those pedagogies typically stop at the gates of higher education. Not anymore. On many campuses across the globe, games are also becoming a learning resource at the college level. Although gaming is typically viewed as a pastime or a fun hobby, games are also used in militaries for training exercises, smartphones apply their principles to track fitness, and, in classrooms, they are wielded as a tool for teaching. Gaming in higher education increases student participation, promotes unity, and increases confidence, and there are even scholarship funds for students who game. 

https://www.youtube.com/watch?v=qFXm2NCCjk4 Increased Student Participation 

Professors who have implemented some kind of gaming into their classroom or curriculum have seen an uptick in student participation of up to 70%. There are a few reasons for this. Some students enjoy gaming, so they might view this engagement as fun. Others might be reserved and hesitant to participate in person in class; by gaming, they can join without having to speak in front of the class or do other extrovert-oriented activities. 

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