Playing videogames has become an integral part of mankind’s cultural habits. A huge gap still divides AAA entertainment games from “serious’’ games in terms of appeal and defined learning objectives. Using data and sharing their own in-class experience, the panelists will discuss how AAA games can help advance learning (formal and informal) for students at all stages of their education grade school to college. What are some key strengths and limitations of using AAA games in the classroom?
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