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games research

Research Blog #8: Video Games in the Reading Classroom

What I found most interesting with all of my research is how video games can be incorporated into the typical reading or ELA classroom.  I figured the only way to do this was to simply read things about video games, much like we are doing now.  According to my article, in reality, students can play video games in the classroom to help their reading skills.  All that is really needed is a video game that has a lot of text.  Students could be put into pairs, one of them being an advanced reader and the other being one that needs a little practice.  From there, the students would be required to read the text aloud as the game is actually played, in order to ensure that the activity is being properly utilized.  Role playing games are great for the classroom simply because many require a lot of dialogue and many of the words can be challenging and unfamiliar due to the context and scenery of the game.  The article suggests the use of the game Neverwinter Nights, a 2002 game that not only has a lot of reading, but also includes challenges that require problem and puzzle solving skills.  This particular game does include violence, which may not be seen as a positive thing, but in all reality, its battles are no more intense than anything read in Titus Andronicus or Beowulf, texts often read in high school.  I like this article because I think it points out a great tool for learning to read, and it is one that is already used outside the classroom.  The difference of putting it inside the classroom is that the reading will be monitored and vocabulary can be made, as opposed to in the free time, where passages may be skipped or overlooked.

Adams, Megan Glover. “Engaging 21st-Century Adolescents: Video Games in the Reading Classroom.” English Journal: n. pag. JSTOR. Web. 25 June 2013.

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Discussion

One thought on “Research Blog #8: Video Games in the Reading Classroom

  1. Not only is the material engaging and fun for the student but it allows for learning not to feel so much as a task but rather as a part of the game being played. Why can’t games do for student learners today that comics and kid books did for learners a decade ago? As technology evolves it is important to integrate it into our teaching and learning as to better equipment the young minds of tomorrow.

    Posted by galaviz1 | June 25, 2013, 7:43 pm

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