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Contact a consultant in Faculty Instructional Technology Services (FITS) to incorporate games or simulations into course learning activities. The FITS interactive-design team works with the content expert—the faculty member—to either create custom interactive materials, or to recommend existing tools that best suit your needs. Incorporating games and simulations into your courses can provide many benefits, including:
- Allowing students to learn by doing: Interactive simulations provide a way for students to become active participants in the learning process and learn from their mistakes in a low-stakes, safe environment.
- Keeping students engaged: Games and simulations can provide a valuable supplement to traditional instructional methods that keep students engaged and deliver course content to a wider variety of learning styles.
- Expanding learning beyond the classroom: Games and simulations allow students to practice concepts and skills from any location.
Example Games & Simulations
The examples below highlight several projects that FITS staff have worked with faculty to create. To propose a project, contact Sharon Guan at email@example.com.
Islam Quiz Game
Learning Disability Simulation
Text Revision Tool
Visual Phonics Tool
This tool was created for Dr. Beverly Trezek, an assistant professor in the School of Education. Dr. Trezek wanted an interactive tool to help students learn “visual phonics,” a series of gestures that correspond with specific phonetic sounds. This system is used to help students with hearing impairments and other learning disabilities improve their reading and pronunciation skills. To view a demonstration of this tool, contact your instructional technology consultant.
DePaul Faculty Publications
Cook, L., & Olson, J.R. (2005). The sky's the limit: An activity for teaching project management. Journal of Management Education 30 (3), 1- 17.
Reinhardt, G., & Cook, L. (2006). Is this a game or a learning moment? Decision Sciences Journal of Innovative Education 4 (2), 301-305.
Further Reading and Resources
Dickey, M.D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research & Development. 53(2).
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Gee, J. P. (2012). What video games have to teach us about teaching and learning. Video of Keynote, 2012 DePaul Teaching and Learning Conference. Chicago, Illinois.