Future Games and the Classroom
In this module, augmented reality and place-based games are compared and contrasted. The design cycle of place-based games is also discussed. Next, epistemic games are explored, including advantages and disadvantages this type of game offers educators. Finally, you'll examine augmented reality games and their place in education.
At the completion of this Module, you will be able to:
- critically evaluate learning games to determine effectiveness and suitability for the classroom
- identify contemporary developments in computer games and computer gaming culture
- actively participate in games culture
- recognize trends in the computer and video game field
- analyze current beliefs and assumptions about using video and computer games in the classroom for learning purposes
- develop expertise in sub-genre of games related to a particular area of interest
Module Eight Activity Checklist
Open the Learning Activity Checklist (pdf).
The Checklist can be saved to your local drive by clicking Save on the toolbar. As you complete Module Assignments, check them off on this electronic copy. Alternatively, you can print a copy to complete.