Affiliation:
1. Mount Mary University, USA
Abstract
This chapter explores the role of games in achieving high-level student learning outcomes in higher education settings. It explores the pros and cons of employing gamification in the classroom, the relationship between gaming and assessment of learning outcomes, and offers a few specific examples of materials to use in role-playing games. It will be tailored to first-year courses and gen ed requirements as befitting this book. It will be an end cap and engage those who are interested in pedagogy.