Games as a new literacy tool: Teaching and Learning Through Games and Virtual Reality Technology
Thursday, September 17, 12:00-1:00 PM
Where: Zoom (link will be provided to registrants)
Registration Required by close of previous day.

This workshop is for participants interested in incorporating games and digital interactive technology as trans-disciplinary teaching and learning tools in the classroom. It will introduce pedagogical concepts and problem-solving techniques by constructing a meaningful connection between technology and real-world challenges. The goal of this workshop is to identify effective classroom teaching strategies, student engagement, and motivation. Several hands-on examples will be presented and discussed which was developed in game design classes at the University of Baltimore, Maryland. The presentation will include, high impact practices such as team-based collaboration, community development while solving real-world problems and challenges that directly impact social, economic and environmental issues in the Baltimore region. It proposes the possible outcomes by exploring (a) the team-based collaboration and development process in games and VR technology, (b) and creative ways to engage students in finding solutions with meaningful learning experiences in the STEAM (Science, Technology, Engineering, Arts and Mathematics) education.


Instructor: Sujan Shrestha (University of Baltimore)
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