Investigates game-based learning (GBL) and gamification applications, including game-design elements and principles, GBL technologies, gaming literacies, gaming models, simulations, immersive learning and virtual reality, and augmented reality from a diversified learner experience lens including adult learners in higher education, corporate environments, and K-12. Students explore the potential of current GBL and analyze its role in education from a historical perspective.
3.0 Credit Hours