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Undergraduate Student Education: Using Videogames in the classroom
Keywords
Education, Videogames, Undergraduates.
Session Abstract
The aim of this session is to describe how videogames can be used in a workshop designed to teach undergraduates behaviorism, one of the five pillars of psychology. Opening the door to new teaching techniques
Session Description
In 2018 more than 166 million adults in the United States played Video Games in the (Entertainment Software Association) meaning that it is logical to incorporate such a hobby into education. The use of such a popular topic in education will diversify a lesson and may result in an increase of retention.
The COVID-19 pandemic has inadvertently opened the door to new and unique ways to teach using technology. With the need to teach virtually, educators are finding interesting ways to present the course content and keep students engaged in an environment which may impede traditional ways of increasing engagement. This session will show a way to use the common hobby, video games, to teach. Specifically, using behaviorism as an example, I will describe how educators can use video games to teach psychological content.