Gaming Meets Higher Education

Gaming is breaking into higher education as of late. We have seen the introduction of gamification by MIT and also have seen its praises being sung by the job industry. Now there is a shift towards incorporating gaming of some sort into the college curriculum.

Gaming is so popular among college aged students that the shift towards this new way of learning was almost inevitable if schools want to keep current. Adding game-centric learning paths can provide students with access to means of blended learning, flipped learning, as well as the integration of peer based community forums and the use of interactive mobile technology.

“We do games that we can relate better to our students,” said Kae Novak, the chair for ISTE’s SIG Virtual Environments. She also states, “Students constantly tell us that they wish classes were more game like, so knowing the parts of the gaming that can be incorporated into learning helped to change our knowledge structure.” Novak is spot on here too. Data from the adaptive learning tech company, Knewton, shows that over 5 million people spend 45 hours a week playing games. That is proof that an integration of the two worlds would be impactful and beneficial.

Stansbury, M. (2014, August 19). Why You Should Care About Gamification In Higher Education. Retrieved August 19, 2014, from

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