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Texas A&M University has made games the center of the learning experience – the games themselves are the courses, rather than curriculum extensions. We will explore game-based courses in Art History and Calculus, how Texas A&M secured full college credit approval, how the aspects of the games transferred to the syllabi, and how students are performing. Learn why game-based courses offer alternatives to traditional classes, speeding time to graduation and reducing the cost of education.
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Making Games the Center of a Course A m b e r M u e n z e n b e r g e r S e n i o r D i r e c t o r o f L e a r n i n g T r i s e u m
Why are we doing the same things we have always done… IT IS TIME…to meet the students where they are.
Ideation & Buy-In VS VS
Instructor Quote The game provides far more interactivity than is possible by listening to a traditional lecture or reading a text. It delivers a tangible way for students to not only recognize works of art, but to explore the context in which they were created. As students are immersed in the game, they build strategic thinking skills and gain knowledge to motivate them to keep playing and learning. The goal of the class is not only to increase their knowledge and have fun playing the game, but to spark interest in further research on the Medici, or perhaps even to go to Florence to see the art and architecture that they have studied! Susan Sutherland
ARTS 489 Student Quote It’s really fun and taught me a lot on a subject I didn’t like prior to this class. I enjoyed it so much that I went through and played the whole game a second time just to see if I could do better now that I was understanding the concepts and had learned the material. (and I did do better!!) - Student
Amber Muenzenberger Senior Director of Learning Triseum