Playing to Learn: Video Games in the Classroom (Paperback)
  • Playing to Learn: Video Games in the Classroom (Paperback)

Playing to Learn: Video Games in the Classroom (Paperback)

Paperback 280 Pages / Published: 30/05/2007
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Playing to Learn: Video Games in the Classroom is one of first practical resources that helps teachers integrate the study of video games into the classroom. The book is comprised of over 100 video game related activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed. The book is augmented with several discussion articles contributed by scholars, journalists, and bloggers who routinely write about video games. In addition, the book includes dozens of activity modification and extension ideas, Web links, data tables, and photos.

Publisher: ABC-CLIO
ISBN: 9781591584926
Number of pages: 280
Weight: 590 g
Dimensions: 252 x 180 x 18 mm

"More than 100 video game activity ideas for grades 4 to 12 are included in this volume that helps teachers integrate the study of video games into the classroom....For each exercise, a brief background is provided, the activity is explained, and follow-up discussion ideas are offered....Teachers could aos use some of these activities as viable reserach topics for students." - School Library Journal
"Hutchison has written this guidebook to help teachers integrate the study of video games into classroom practice....Hutchison provides a valuable, concrete way of engaging students in reading and writing by integrating a ubiquitious aspect of popular culture into classroom practice....Highly recommended. This book can form the core of interesting exploration and implementation by professional learning groups in your school. As well, it offers new opportunities for school library-classroom collaboration." - Teacher Librarian
"The author does not envision a classroom where computer games can be played, but one where students will be analyzing, designing, and creating films using video game footage. The book is designed to be used in traditional classrooms where teachers will use their students' familiarity with video games as a stepping stone to teach higher order thinking skills. This also can be used in classrooms where students will discuss, research, and write papers on the various topics raised about video games. The book is arranged alphabetically by activities. Each activity has a brief introduction, description, discussion, grade level, and subject area. For educators wanting a different approach to teach various traditional skills in the various disciplines, this would be a good purchase." - Library Media Connection

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