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@SSullivanLHS   teachingtolead.blogspot.com




                          Teaching Video Games in
                          the English/Language Arts
                          Classroom
   English Teacher/Dept. Chairman at Lakewood
    High School in Lakewood, Ohio

   B.A. from Baldwin-Wallace College in English
   M.A. from New York University in English
    Education

   Administration and Leadership license from
    Cleveland State Universtity
Interactive Text: Teaching Video Games in the ELA Classroom
Gently discuss research and data that supports
using video games in the classroom

Tell about the creation of the Great
Literature/Great Games course at Lakewood
High School

Provide useful teaching strategies and lesson
ideas to implement immediately in your
classrooms
―…the theory of learning in video games fits
better with the modern, high-tech, global world
today’s children and teenagers live in than do
the theories (and practices) of learning that
they see in school.‖

                   James Paul Gee
                   What Video Games Have
                   To Teach Us About
                   Learning and Literacy
―Today’s kids want to be engaged, and [video]
games not only engage them, but teach them
valuable lessons in the process—lessons that
we want them to learn.‖

                   Marc Prensky
                   “Don’t Bother Me Mom-
                   I’m Learning”
Data says:

  63% of Millennials (18-34) own a game console
  (Pew Research Center 2011)
  63% of Gen X (35-46) own a game console (Pew
  Research Center 2011)
  97% of teens play computer, console, mobile or
  portable games (Pew Internet 2008)
Games are fun! (Entertainment)

Games are engaging! (Interaction)

Games are difficult to ignore! (mobile v.
console)

Games are accessible! (Easy to learn)
Conversations in my classroom about video
games became more engaging than the
conversations about books! (Student driven)

Students are willing to fail at games and try
again (no matter how long it takes) until they
learn how to reach the end. (Resilience)
   Video Game Culture and Vocabulary
   Genre
   Character Analysis
   Storytelling
   Adaptations

    In this class, we read video games like any other
    literary text the students may encounter.
Bioshock (Xbox 360/PS3)
Skyrim (Xbox 360/PS3)
Call of Duty: World at War (Xbox 360/PS3)
Mass Effect 2 (Xbox 360/PS3)
Heavy Rain (PS3)
Red Dead Redemption (Xbox 360/PS3)
Fallout 3 (Xbox 360/PS3)
Lost in Shadows (Wii)
Journey (PS3)
Flower (PS3)
Limbo (PS3/Xbox 360)
The Unfinished Swan (PS3/Xbox 360)
The Metagame is a
card game where you
argue and debate
about video games
and culture.

www.metaga.me
CCSS.ELA-Literacy.W.9-10.1 Write arguments to
  support claims in an analysis of substantive topics
  or texts, using valid reasoning and relevant and
  sufficient evidence.

CCSS.ELA-Literacy.SL.9-10.1 Initiate and participate
  effectively in a range of collaborative discussions
  (one-on-one, in groups, and teacher-led) with
  diverse partners on grades 9–10 topics, texts, and
  issues, building on others’ ideas and expressing
  their own clearly and persuasively.
Task:

Watch the game play video for stage 1 of
Journey. As you watch, write a narrative that
establishes a clear setting, conflict, and uses
direct characterization.

           Journey Game Play Video
CCSS.ELA-Literacy.W.9-10.3 Write narratives to develop
  real or imagined experiences or events using effective
  technique, well-chosen details, and well-structured
  event sequences.

CCSS.ELA-Literacy.W.9-10.3b Use narrative techniques,
  such as dialogue, pacing, description, reflection, and
  multiple plot lines, to develop experiences, events,
  and/or characters.
Task:

Can video games be art? After playing Flower,
create an argument to answer the question.
Use specific examples from the game to
support you claims.

          Flower Game Play Video
CCSS.ELA-Literacy.W.9-10.1 Write arguments to
  support claims in an analysis of substantive
  topics or texts, using valid reasoning and
  relevant and sufficient evidence.



  If our students are engaged, teaching the
  common core standards will be easy!
Video Games are the new literature!
Video Games are a part of the culture of this
generation and can't be ignored
Students can do the work we think they can't if
they are engaged
Video Games must be viewed as serious
educational tools
   Go play some video games!
   Respect the ESRB ratings
   Talk to your students about the games they
    already play (Why are they engaging?)
   Listen to the conversations your students have
    about games
   Research gaming websites, books, magazines,
    researchers, etc. to better understand the gaming
    world
   Plan, Plan, Plan
For more information about teaching video games
in the classroom, go to my blog
www.teachingtolead.blogspot.com.
Available there are resources, sample lesson ideas,
and other interesting articles about teaching and
learning.

Shane A. Sullivan
Lakewood City Schools – English Dept. Chair
@SSullivanLHS
Interactive Text: Teaching Video Games in the ELA Classroom

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Interactive Text: Teaching Video Games in the ELA Classroom

  • 1. @SSullivanLHS teachingtolead.blogspot.com Teaching Video Games in the English/Language Arts Classroom
  • 2. English Teacher/Dept. Chairman at Lakewood High School in Lakewood, Ohio  B.A. from Baldwin-Wallace College in English  M.A. from New York University in English Education  Administration and Leadership license from Cleveland State Universtity
  • 4. Gently discuss research and data that supports using video games in the classroom Tell about the creation of the Great Literature/Great Games course at Lakewood High School Provide useful teaching strategies and lesson ideas to implement immediately in your classrooms
  • 5. ―…the theory of learning in video games fits better with the modern, high-tech, global world today’s children and teenagers live in than do the theories (and practices) of learning that they see in school.‖ James Paul Gee What Video Games Have To Teach Us About Learning and Literacy
  • 6. ―Today’s kids want to be engaged, and [video] games not only engage them, but teach them valuable lessons in the process—lessons that we want them to learn.‖ Marc Prensky “Don’t Bother Me Mom- I’m Learning”
  • 7. Data says: 63% of Millennials (18-34) own a game console (Pew Research Center 2011) 63% of Gen X (35-46) own a game console (Pew Research Center 2011) 97% of teens play computer, console, mobile or portable games (Pew Internet 2008)
  • 8. Games are fun! (Entertainment) Games are engaging! (Interaction) Games are difficult to ignore! (mobile v. console) Games are accessible! (Easy to learn)
  • 9. Conversations in my classroom about video games became more engaging than the conversations about books! (Student driven) Students are willing to fail at games and try again (no matter how long it takes) until they learn how to reach the end. (Resilience)
  • 10. Video Game Culture and Vocabulary  Genre  Character Analysis  Storytelling  Adaptations In this class, we read video games like any other literary text the students may encounter.
  • 11. Bioshock (Xbox 360/PS3) Skyrim (Xbox 360/PS3) Call of Duty: World at War (Xbox 360/PS3) Mass Effect 2 (Xbox 360/PS3) Heavy Rain (PS3) Red Dead Redemption (Xbox 360/PS3) Fallout 3 (Xbox 360/PS3) Lost in Shadows (Wii) Journey (PS3) Flower (PS3) Limbo (PS3/Xbox 360) The Unfinished Swan (PS3/Xbox 360)
  • 12. The Metagame is a card game where you argue and debate about video games and culture. www.metaga.me
  • 13. CCSS.ELA-Literacy.W.9-10.1 Write arguments to support claims in an analysis of substantive topics or texts, using valid reasoning and relevant and sufficient evidence. CCSS.ELA-Literacy.SL.9-10.1 Initiate and participate effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grades 9–10 topics, texts, and issues, building on others’ ideas and expressing their own clearly and persuasively.
  • 14. Task: Watch the game play video for stage 1 of Journey. As you watch, write a narrative that establishes a clear setting, conflict, and uses direct characterization. Journey Game Play Video
  • 15. CCSS.ELA-Literacy.W.9-10.3 Write narratives to develop real or imagined experiences or events using effective technique, well-chosen details, and well-structured event sequences. CCSS.ELA-Literacy.W.9-10.3b Use narrative techniques, such as dialogue, pacing, description, reflection, and multiple plot lines, to develop experiences, events, and/or characters.
  • 16. Task: Can video games be art? After playing Flower, create an argument to answer the question. Use specific examples from the game to support you claims. Flower Game Play Video
  • 17. CCSS.ELA-Literacy.W.9-10.1 Write arguments to support claims in an analysis of substantive topics or texts, using valid reasoning and relevant and sufficient evidence. If our students are engaged, teaching the common core standards will be easy!
  • 18. Video Games are the new literature! Video Games are a part of the culture of this generation and can't be ignored Students can do the work we think they can't if they are engaged Video Games must be viewed as serious educational tools
  • 19. Go play some video games!  Respect the ESRB ratings  Talk to your students about the games they already play (Why are they engaging?)  Listen to the conversations your students have about games  Research gaming websites, books, magazines, researchers, etc. to better understand the gaming world  Plan, Plan, Plan
  • 20. For more information about teaching video games in the classroom, go to my blog www.teachingtolead.blogspot.com. Available there are resources, sample lesson ideas, and other interesting articles about teaching and learning. Shane A. Sullivan Lakewood City Schools – English Dept. Chair @SSullivanLHS