A practical guide to using games in university teaching
A practical guide to using games in university teaching
A practical guide to using games in university teaching
Philippe Lepinard
December, 16, 2025
Summary
In 2025, a decade-long game-oriented learning project reviewed its multidisciplinary research on using games in higher education. Since 2015, teachers have integrated existing games into courses using the GamiXlab, a large game library and simulation platform. The project identified nine game-oriented learning approaches, key game types, and six criteria for effective educational use. Research later focused on redesigning entire courses around games, demonstrating learning outcomes, collaboration, and collective flow. Recent work emphasizes open-source games, critical thinking, and ludic literacy. Practical advice includes repurposing existing games, simplifying rules, repeating short sessions, and avoiding assessment during gameplay.
Reference
Lepinard, P. (2025, December 16). A practical guide to using games in university teaching. Times Higher Education. https://www.timeshighereducation.com/campus/practical-guide-using-games-university-teaching