Video Games in the Classroom
De som köpt den här boken har ofta också köpt The Let Them Theory av Mel Robbins (inbunden).
Köp båda 2 för 885 kr"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
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.
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