Video Games as Learning Tools
“More than eight in ten (83%) young people have a video game console at home, and 56% have two or more.”
Gen M: Media in the Lives of 8-18 Year-olds
(Executive Summary, p. 36)
Read the evidence, put it into practice – games develop higher-level cognition and represent an opportunity to engage students and leverage traditional academic practice with games and new media.
Video games represent an important medium for the future of content delivery, communication, assessment, and interactive multimedia in education.
Enhance your classroom content by exploring ways of integrating games to engage and motivate students to improve reading comprehension, composition, TEAMS (Technology, Engineering, Art, Mathematics, Science), learning and critical thinking while investigating issues of play, usability, game analysis, pedagogy, instructional design, and applications of gaming. Get practical (and fun!) ideas for using video games in the classroom.
Click on the button below to register in this course.
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| 15 clock hours |
| $150 |





















