This is the 14th in a series of profiles documenting experiences with the use of instructional technology at two dozen colleges and universities. A look at what has been learned at these places may benefit others considering new ways to teach. This article is a sequel to a story in the previous issue of Planning for Higher Education titled "Games? They're a Serious Approach to Learning," which dealt with the value of gaming as an instructional technique, with classroom uses of simulation games and with "street corner" suggestions on how to introduce them into your own institution. In this continuation, the way an entire course can be shaped around a single game is described. Projects established to promote and support gaming, and sources for more information on the subject, are also presented.
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