Abstract

Purpose – This paper aims to describe a plan to establish a campus critical gaming group for faculty members to learn about contemporary videogames and how to use them in their classrooms. Design/methodology/approach – The plan is based on the principles of game-based learning, adapting classroom practice to teach faculty about video games. Findings – The group will meet for the first time in the academic year 2015-2016 with findings to be reported at the conclusion of the spring semester. Research limitations/implications – The desire is that this critical gaming group will become a model for other universities to adopt. Practical implications – As designed, the critical gaming group should be inexpensive to set up and maintain. Social implications – The critical gaming group should foster collegiality among faculty from different disciplines and colleges. Originality/value – A critical gaming group for faculty is a unique concept, not yet tested.

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