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=CSE 688 - Video Games and Learning - Western Oregon University= =EDUC 555 - Special Topics: Video Games and Learning - Pacific University= This is the course Wiki for CSE 688 Video Games and Learning at Western Oregon University, and EDUC 555 Special Topics: Video Games and Learning at Pacific University, with resources on educational gaming, game-based learning, and gamification. This wiki site is public, with both student and non-student members. The site is divided into two types of pages: pages that contain only course-specific information, and pages that may be of general interest to educators or anyone interested in educational gaming. If you'd like to become a member of this wiki, you can sign up [|here].

Course Description
Introduces educators to principles of learning found in video and computer games, and explores the use of video and computer games in teaching. Develops and expands students’ understanding of the educational use of video and computer games through a series of readings, presentations, lab work, demonstrations, small group projects, and independent exploration.

Course Goals

 * 1) Students will identify principles of learning present in video and computer games.
 * 2) Students will evaluate the suitability of educational video and computer games for teaching.
 * 3) Students will design learning environments and experiences incorporating principles of learning found in video and computer games.

Applicable National Educational Technology Standards for Teachers (NETS-T)

 * Facilitate and Inspire Student Learning and Creativity**
 * 1) Engage students in exploring real-world issues and solving authentic problems using digital tools and resources.
 * Design and Develop Digital-Age Learning Experiences and Assessments**
 * 1) Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity.
 * 2) Customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources.
 * Engage in Professional Growth and Leadership**
 * 1) Evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning.

Textbook
Gee, James Paul (2007). //What Video Games Have to Teach Us About Learning and Literacy.// New York: Palgrave Macmillan.