Playing to Learn
Home > Society and Social Sciences > Education > Teaching of a specific subject > Teachers’ classroom resources and material > Playing to Learn: Video Games in the Classroom
Playing to Learn: Video Games in the Classroom

Playing to Learn: Video Games in the Classroom


     0     
5
4
3
2
1



International Edition


X
About the Book

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.

Table of Contents:
Foreword by James Paul Gee Acknowledgments Introduction Advertising Campaign The students design a full-fledged advertising campaign for an upcoming or newly released video game. Alternate History The students write an alternate history of the world that starts with a decisive change in the outcome of a historical event. Arcade vs. Video Games The students compare and contrast the social experience of playing video games in an arcade versus playing them at home on a video game console or PC computer. Artistic Rendering The students create an artistic representation of a real-world scene. Battleship The students assemble the materials for a classic game of Battleship, which they then play in pairs. Best Kids' Game The students rank and review their favorite kid-friendly video games. Body Image The students discuss the relationship between body image and the physiques of both male and female video game characters. Discussion Article: Lara Croft: Tomb Raider Series by Ismini Boinodiris Roby Book Review The students review an academic or instructional book about video games. Branding the Box The topic of branding is introduced to students who then compare and contrast the packaging of two or more PlayStation 3, Wii, or Xbox 360 titles. Bully The students discuss the ethical issues surrounding RockStar's school-based video game titled Bully. Discussion Article: Video Games May Dull Shock at Violence by Miranda Hitti Car Commercial The students create a car commercial using in-game footage captured from a driving game. Car of the Future The students design and outline the specifications for a tricked-out new car (or flying machine) of the future. Chart Toppers The students track the video game sales charts over a one-or two-month period. They analyze and draw conclusions about the statistics they have collected. Cheat Code Central The students review a game's cheat codes. They propose a revised set of cheat codes that would make the game easier and more fun to play for novices and recreational gamers alike. Choose Your Own Adventure The students write a choose your own adventure story, a narrative with multiple pathways that can then be adapted for use in an adventure video game. Composer Discography The students research the discography of an established video game composer. Critiquing the Controllers The students compare and contrast the gamepad controllers that ship with the Microsoft Xbox 360, Nintendo Wii, and Sony PlayStation 3 gaming systems. Deadpan Dialog The students write a review of a video game focusing solely on the elocution of one or more characters' dialog. Design Your Own Racetrack The students use arts and crafts supplies to design a racetrack that features five or more geographic landforms. Design Your Own Racetrack (Take Two) The students use a city map to design a sanctioned street race through an urban center. They identify road hazards, plot positions where protective barriers should be erected, and mark off cross streets that should be closed to traffic. Do You Recognize This Voice? The students play a teaching game in which they listen to recorded excerpts of dialog from several video games. They attempt to guess which celebrity's voice they are hearing. Discussion Article: Ethics in Video Game Journalism by Justin Hall Don't Believe the Hype The students compare and contrast the previews and reviews of a video game. They look for evidence of hype in the previews for games that didn't quite fulfill expectations upon their release. ESRB Ratings Review The students review the ESRB ratings system and suggest what changes (if any) they would propose making. Ergonomic Audit The students conduct an ergonomic audit of the school's computer lab. They present their findings to the student council, principal, and school staff. Fact vs. Opinion The students analyze and parse one or more reviews of a video game for statements of fact and opinion. Discussion Article: Reality Bytes: Eight Myths about Video Games Debunked by Henry Jenkins Fine Motor Count The students tally the number of times one or more gamepad buttons are pressed during a gaming session. They then transfer this data onto a chart for further analysis during math class. Fitness Regime The students propose a series of fitness exercises for a leading video game or comic book character. Discussion Article: Exercise, Lose Weight with "Exergaming" by Star Lawrence Foley Effects Artist The students become Foley artists as they replace the sound effects in a video game with their own sounds derived from materials they have collected in and around their school and home. Foley Effects Artist (Take Two) The students add Foley effects to their game creations and video productions. Discussion Article: Soaking Up the Media: Full-time Job for Kids by Miranda Hitti For How Long Do I Play? The students track the amount of time they spend playing video games over a two-week period. They then analyze and perform calculations on the data they have gathered. Game Invention The students design a real-world game or sport that they then teach others to play in a physical education class. Gaming Budget The students perform a cost-benefit analysis of the practice of buying versus renting video games. Gaming Station The teacher sets up a PlayStation 3, Wii, or Xbox 360 gaming station in the classroom that is to be used for educational purposes in the instructional program. Graphical Analysis The students conduct a graphical analysis of a video game. They critique the models, textures, lighting, shadows, and other graphical features of the game. Historical Campaign The students propose a new mission for an existing World War II-or Vietnam-based wargame. They draw their idea from an actual historical campaign or scenario that occurred during the war. Historical Place Analysis The students compare and contrast historically accurate video game environments with photographs and descriptions of the same real-world settings. Discussion Article: The Convention for the Protection of Virtual Architectural Heritage by Mario Gerosa, with the collaboration of Sam Shahrani Historical Weaponry The students research the history of a weapon that is featured in a World War II-or Vietnam-based video game. I Beg to Differ The students write a response to a negative review of a video game they enjoyed. I Believe The students write an I Believe poem about video games that comprises ten belief statements. Discussion Article: Contradictions by Richard Bartie Kid-friendly Grand Theft Auto The students take back the streets as they design a vibrant, kid-friendly city in which there are lots of things to do. Lay of the Land The students create a topographic map of a fictional battlefield that features several of the landforms they have studied in class. Map of the World The students use a wall map of the world to plot the real-world locations in which their favorite video games are set. Music Critic The students critique the licensed musical mix that is featured in a video game. New Multiplayer Mode The students brainstorm new multiplayer modes that comprise sets of gameplay rules and scenarios for a popular online wargame. Newscast Production The students study the structure of a traditional television newscast. They then apply what they have learned to the creation of a live newscast of their own that reports on the video game news of the day. Discussion Article: Why We Need a Corporation for Public Gaming by David Rejeski Next Generation Console The students pick a name and design a model for a next-generation gaming system. They also brainstorm a list of cutting-edge features that the system will support. Open World Directions The students write out the directions for getting from Point A to Point B in an open world driving game. Playing to Learn The students brainstorm and lead their own video game learning activities. Poor Posture The teacher presents a lesson on ergonomics in which a student volunteer demonstrates the proper posture for sitting at a computer. Race Relations The students discuss how different cultural groups are represented in video games. Repetitive Stress Injury The teacher presents a formal lesson on repetitive stress injury to the class. Discussion Article: Protect Kids from Computer Injuries, Safety Council Urges by the Canadian Broadcasting Corporation Researching the Credits The students research a specific video game-related job and its role in the development of a video game title. Researching the Credits (Take Two) The students browse the credits for one or more video games as a way of helping them to organize their own in-class game development studio into assigned roles and tasks. Review Roundup The students compare and contrast two or more reviews of a video game. They write a review roundup that sums up the views of the critics plus their own insights. Review of the Real World The students turn the notion of a video game review on its head and instead review the real world as if it were a video game. Discussion Article: Real Life: The Full Review by Greg Kasavin Scary Stories The students discuss what makes a story, movie, or video game scary. They then write their own scary story. Scooby-Doo and the Laws of Physics The students watch a half-hour Scooby-Doo Mysteries episode and count and/or categorize the number of times the characters—both friends and foes—do the impossible. Serious Games Brainstorming The students brainstorm ideas for a new serious game that teaches the knowledge and skill set required by a particular profession. Discussion Article: Video Game Therapy: A New Frontier by Reuters Spelling Dictation The teacher compiles a spelling list of video game-related terms. Statistical Analysis The students analyze and discuss a number of video game-related statistics. Strategy Guide Review The students write and then publish a review of a video game strategy guide. Strategy Guide Writing The students author their own strategy guides for a full video game or a single mission from a favorite game. Study of the Future The students write an essay that predicts what our world will look like in the future. Discussion Article: Laura's Story by David Hutchison Superhero Design The students design an original superhero character for a video game. Surround Sound Map The students go outside and draw a directional sound-field map that plots the location of natural and human-made sounds coming from the front, rear, sides, and overhead. Tactical Analysis The students write about one or more tactics they have successfully used in a video game. Technological Progress The students review the graphical features of three video games, respectively published this year, three years ago, and six years ago. Television Technologies The students research the science behind the four major television technologies: CRT, LCD, DLP, and plasma. They report on the pros and cons of each. Test Drive The students design a science experiment in which their peers take the cars in a racing game for a test drive. They report on which cars have the best and worst control and handling according to the participants in the study. The Gaming PC The students design the casing for a custom gaming PC that optionally features a custom paint job, decals, neon lights, tattoos, and other embellishments. The Interview The students interview their peers about their video game playing habits. They then draw tentative conclusions from the data they have gathered. The Obituary The students write an obituary that recounts the life of a lead video game character who has died. The Pitch The students prepare a proposal for a brand-new video game, which they then pitch to the class. Discussion Article: Bringing Back the Dream by Noel Llopis The Rewrite The students rewrite the dialog for a cutscene in a video game that is in desperate need of improvement. The Rewrite (Take Two) The students rewrite a video game user review in an effort to improve its clarity and sentence structure. The Stunt The students capture some in-game footage of their characters performing insane stunts on foot or in vehicles. The Survey The students design a video game survey, which they then administer to other students in the school. Ultimate Gaming Bundle The students design an advertisement for the ultimate gaming bundle, consisting of a PC or console system and third-party hardware and games. Urban Planning The students choose the location for a new city, which they then design from the ground up. User Interface Review The students apply the principles of user interface design to their review of a game's user interface, menu system, and/or heads up display (HUD). Video Game Addiction The students research the topic of video game addiction. They decide on a list of criteria for determining whether someone is addicted to video games. Discussion Article: Doctor Claims 40 Percent of World of Warcraft Players Are Addicted by Jeremy Reimer Video Game Database The students design a database for storing information about video games. They pretend they are opening a video game rental store and need to keep track of their inventory. Video Game Debate The students debate a controversial issue related to video games. Discussion Article: Massacre in Winterspring by Gabe Graziani Video Game Reenactment The students reenact a key scene from a video game that boasts a strong storyline. Video Game Review The students write a review for a video game they are currently playing. Discussion Article: Living in Oblivion by Jane Pinckard Virtual Journal The students write a series of journal entries that chronicle their virtual life in an online role-playing or open world video game. Discussion Article: Are Virtual Worlds the Future of the Classroom? by Stephanie Olsen Website Design The students brainstorm ideas for a video game website that features content not typically found at existing websites. Well-Balanced Diet The students propose a set of four video games that provide a desired gameplay balance and variety of play. World without Music The students reflect on the perceptual experience of playing a video game without music. World's Best Gamertag The students are challenged to come up with the most creative Gamertag they can think of. Afterword: Video Game Design in the Classroom Activity List Sorted by Subject Index

About the Author :
David Hutchison is an Associate Professor in the Faculty of Education, Brock University. He is the author of Growing Up Green: Education for Ecological Renewal and A Natural History of Place in Education.

Review :
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. 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. 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.


Best Sellers


Product Details
  • ISBN-13: 9781591584926
  • Publisher: Bloomsbury Publishing PLC
  • Binding: Paperback
  • No of Pages: 280
  • ISBN-10: 1591584922
  • Publisher Date: 30 May 2007
  • Language: English
  • Sub Title: Video Games in the Classroom


Similar Products

Add Photo
Add Photo

Customer Reviews

REVIEWS      0     
Click Here To Be The First to Review this Product
Playing to Learn: Video Games in the Classroom
Bloomsbury Publishing PLC -
Playing to Learn: Video Games in the Classroom
Writing guidlines
We want to publish your review, so please:
  • keep your review on the product. Review's that defame author's character will be rejected.
  • Keep your review focused on the product.
  • Avoid writing about customer service. contact us instead if you have issue requiring immediate attention.
  • Refrain from mentioning competitors or the specific price you paid for the product.
  • Do not include any personally identifiable information, such as full names.

Playing to Learn: Video Games in the Classroom

Required fields are marked with *

Review Title*
Review
    Add Photo Add up to 6 photos
    Would you recommend this product to a friend?
    Tag this Book Read more
    Does your review contain spoilers?
    What type of reader best describes you?
    I agree to the terms & conditions
    You may receive emails regarding this submission. Any emails will include the ability to opt-out of future communications.

    CUSTOMER RATINGS AND REVIEWS AND QUESTIONS AND ANSWERS TERMS OF USE

    These Terms of Use govern your conduct associated with the Customer Ratings and Reviews and/or Questions and Answers service offered by Bookswagon (the "CRR Service").


    By submitting any content to Bookswagon, you guarantee that:
    • You are the sole author and owner of the intellectual property rights in the content;
    • All "moral rights" that you may have in such content have been voluntarily waived by you;
    • All content that you post is accurate;
    • You are at least 13 years old;
    • Use of the content you supply does not violate these Terms of Use and will not cause injury to any person or entity.
    You further agree that you may not submit any content:
    • That is known by you to be false, inaccurate or misleading;
    • That infringes any third party's copyright, patent, trademark, trade secret or other proprietary rights or rights of publicity or privacy;
    • That violates any law, statute, ordinance or regulation (including, but not limited to, those governing, consumer protection, unfair competition, anti-discrimination or false advertising);
    • That is, or may reasonably be considered to be, defamatory, libelous, hateful, racially or religiously biased or offensive, unlawfully threatening or unlawfully harassing to any individual, partnership or corporation;
    • For which you were compensated or granted any consideration by any unapproved third party;
    • That includes any information that references other websites, addresses, email addresses, contact information or phone numbers;
    • That contains any computer viruses, worms or other potentially damaging computer programs or files.
    You agree to indemnify and hold Bookswagon (and its officers, directors, agents, subsidiaries, joint ventures, employees and third-party service providers, including but not limited to Bazaarvoice, Inc.), harmless from all claims, demands, and damages (actual and consequential) of every kind and nature, known and unknown including reasonable attorneys' fees, arising out of a breach of your representations and warranties set forth above, or your violation of any law or the rights of a third party.


    For any content that you submit, you grant Bookswagon a perpetual, irrevocable, royalty-free, transferable right and license to use, copy, modify, delete in its entirety, adapt, publish, translate, create derivative works from and/or sell, transfer, and/or distribute such content and/or incorporate such content into any form, medium or technology throughout the world without compensation to you. Additionally,  Bookswagon may transfer or share any personal information that you submit with its third-party service providers, including but not limited to Bazaarvoice, Inc. in accordance with  Privacy Policy


    All content that you submit may be used at Bookswagon's sole discretion. Bookswagon reserves the right to change, condense, withhold publication, remove or delete any content on Bookswagon's website that Bookswagon deems, in its sole discretion, to violate the content guidelines or any other provision of these Terms of Use.  Bookswagon does not guarantee that you will have any recourse through Bookswagon to edit or delete any content you have submitted. Ratings and written comments are generally posted within two to four business days. However, Bookswagon reserves the right to remove or to refuse to post any submission to the extent authorized by law. You acknowledge that you, not Bookswagon, are responsible for the contents of your submission. None of the content that you submit shall be subject to any obligation of confidence on the part of Bookswagon, its agents, subsidiaries, affiliates, partners or third party service providers (including but not limited to Bazaarvoice, Inc.)and their respective directors, officers and employees.

    Accept

    New Arrivals


    Inspired by your browsing history


    Your review has been submitted!

    You've already reviewed this product!