K-12 DIGITAL GAME CONSUMPTION MICROCREDENTIAL Internal Page 2


 Benefits of this Microcredential

 

Digital and analog gaming impact all aspects of society. In education, teachers and students often focus on either consumption or production of games. When they consume or play games, they typically choose between commercial-off-the-shelf games applied to educational settings or educational games tied to specific content goals. The purpose of this microcredential is for educators to learn how to prepare themselves for game implementation (specifically as their students consume games), to learn how to select digital games, and to implement games in the classroom.


Standards

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