K-12 TEACHING AND LEARNING WITH DIGITAL GAMES MICROCREDENTIAL INTERNAL PAGE 2


 Benefits of this Microcredential

 

Gaming, whether digital or not, has become a critically important part of society. Some researchers estimate that as many as 3 billion people play games in various formats. Educators have also begun exploring gaming for learning in K-12 through post-secondary. There is enough research to warrant the use of games for teaching and learning. However, educators are not always aware of such evidence, particularly if they need to defend their interests in games to key stakeholders like parents, other teachers, or administrators. The purpose of this microcredential is to prepare educators to make research-based arguments for the benefits of (and ways to address the concerns about) digital gaming in education.


Standards

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