Active Learning Strategies: Using Games in the Classroom
DOI:
https://doi.org/10.33423/jhetp.v26i1.8067Keywords:
higher education, games, active learning, student engagementAbstract
Educators are increasingly seeking to promote interaction in the classroom and implement strategies that help facilitate exchanges. Increasing engagement in the classroom is an essential component to increasing student knowledge and skills as well retention. Educational games are becoming a popular teaching method that allow students to collaborate and become interactive in the course content. This article includes information on how the use of games in the classroom can be a gateway to understanding of theoretical concepts. Additionally, several examples of games that can be used in any discipline or class size will be outlined.
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Published
2026-01-18
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Articles
How to Cite
Fixen, M. (2026). Active Learning Strategies: Using Games in the Classroom. Journal of Higher Education Theory and Practice, 26(1). https://doi.org/10.33423/jhetp.v26i1.8067