The Role of Video Games in the English Classroom

, , Leave a comment

Perhaps more than anything else, the English Language Arts classroom is a place of diversity.

There is diversity of academic expectations for teachers. The ELA Common Core assigns literature and informational reading, writing, speaking/listening and language to what is usually a single “class.” This is a total of five extremely broad topics, each of which could more than stand on its own as a content area.

There is diversity of content, where media from two thousand years ago to yesterday, from Gilgamesh to Tupac Shakur, can find a place. This is a content area where students read and reflect, write and discuss, revise and rethink, compose and present, speak and observe — all in the company of some of the greatest thinkers in mankind’s history.

There is also diversity of assessment, where projects, exams, open-response questions, essays, digital products and community projects all vie for a chance to demonstrate what a student understands.

It makes sense, then, that in such a busy atmosphere full of often-conflicting literacies and constant rigor, video games might find an authentic and compelling role.

How can they function?

Read this rest of this article on Terry Heick’s blog at edutopia



Leave a Reply

You must be login to post a comment. Log in now