Teaching Adolescent with Video Games
Using Video games to promote adolescent literacy, this is the idea that was presented during a session at the DATE conference. They presented us with video games that tell a story. Their idea is to hook students with video games and then delve into deeper topics. One of their ideas was to discuss setting as it applies to video games. Another idea was to discuss the messages video games are conveying. Both ideas help promote critical thinking. A third idea, was to look at video games and their scenes or images as a class, or use gaming like we might use book clubs and give students an outlet to be expressive.
The presenters also gave us sample lessons and activities to use with gaming. I think the best way to use video games in the classroom is to use open source games that can be accessed for free on the internet. The video game was certainly interesting, but I think you would need to be quite talented with video games to begin with before you could teach them in class.

3 Comments:
Hey Lauren,
I personally do not think I would use video games in the classroom. I am sure it may have benefits, but video games are already such a distraction that I do not think students would take it seriously.
Do you think this is a tool you would use in your classroom?
Video games are critical "texts." To teach students how to read a video game as a text is no different than our applying strategies for critical reading/viewing in any other context.
The combination of visual imagery, narrative, text and the variety of value-laden themes games convey to those who play them make video games an important site for our work with kids.
We ignore the primary teachers, i.e., video games, in many of our kids lives' at our own peril. Video games are no more a "distraction" than is a gossip girls' novel a student may be reading. Each is an opportunity for critical literacy "work."
I can't imagine why a teacher would NOT use video games in the classroom. And why wouldn't kids take our being hip to what they are spending hours every day "playing" seriously?
I agree, Lauren, that the teacher needs to be at least knowledgeable enough to frame video games within a context of literacy work in order to analyze these texts. But from there on out, our students will lead the way.
Has anyone seen "300?" A case in point!!
L, I would like to know more about what specific game samples James and Matt shared that you found interesting.
I would also want you to talk in this post about whether or not you have any experience with gaming or w/someone who does play video games???
Video games are critical "texts." To teach students how to read a video game as a text is no different than our applying strategies for critical reading/viewing in any other context.
The combination of visual imagery, narrative, text and the variety of value-laden themes games convey to those who play them make video games an important site for our work with kids.
We ignore the primary teachers, i.e., video games, in many of our kids lives' at our own peril. Video games are no more a "distraction" than is a gossip girls' novel a student may be reading. Each is an opportunity for critical literacy "work."
I can't imagine why a teacher would NOT use video games in the classroom. And why wouldn't kids take our being hip to what they are spending hours every day "playing" seriously?
I agree, Lauren, that the teacher needs to be at least knowledgeable enough to frame video games within a context of literacy work in order to analyze these texts. But from there on out, our students will lead the way.
Has anyone seen "300?" A case in point!!
L, I would like to know more about what specific game samples James and Matt shared that you found interesting.
I would also want you to talk in this post about whether or not you have any experience with gaming or w/someone who does play video games???
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