Teaching with Video Games an English Language Arts Unit
Title | Teaching with Video Games an English Language Arts Unit PDF eBook |
Author | Zachary Hartzman |
Publisher | |
Pages | |
Release | 2021-10-21 |
Genre | |
ISBN | 9781955406123 |
Teaching With Video Games An English Language Arts Unit - Student Packet
Title | Teaching With Video Games An English Language Arts Unit - Student Packet PDF eBook |
Author | Zachary Hartzman |
Publisher | |
Pages | |
Release | 2022 |
Genre | |
ISBN | 9781955406055 |
Teaching with Video Games
Title | Teaching with Video Games PDF eBook |
Author | Zachary Hartzman |
Publisher | Independently Published |
Pages | 150 |
Release | 2021-10-22 |
Genre | |
ISBN |
There is a lot more value to be found in video games than what is traditionally considered educational. Video games can do more than just build one's literacy; it can teach mechanics, problem-solving, rules, narrative speaking, and even foster relationships with others. This book offers an in depth look at what an entire English Language Arts unit focused on video games in the classroom can look like. Included is a full 30 day unit utilizing the video games "What Remains of Edith Finch" & "Gone Home" as central texts. Students will be tasked to play both games and identify and analyze the many literary elements and rhetorical devices found across both games. A full unit plan and 30 individual lesson descriptions act as your teaching guide. Also included is a debrief of how each lesson went with my own students with student completed handouts attached. When I first decided to pursue a career in education, my close friends joked that I would be the teacher who watched movies and played video games with his students. I always knew in the back of my mind that both of those activities, especially video games, could be a real asset. My hope in writing this book is that you and other educators will be both inspired and prepared to teach with video games in your own classroom.
Primary Arts of Language: Reading-Writing Premier Package
Title | Primary Arts of Language: Reading-Writing Premier Package PDF eBook |
Author | Jill Pike |
Publisher | |
Pages | |
Release | 2011 |
Genre | |
ISBN | 9781623413507 |
The 7 Habits of Highly Effective Teens: Workbook
Title | The 7 Habits of Highly Effective Teens: Workbook PDF eBook |
Author | Sean Covey |
Publisher | Mango Media Inc. |
Pages | 57 |
Release | 2015-11-15 |
Genre | Self-Help |
ISBN | 1633533999 |
This completely updated and redesigned personal workbook companion to the bestselling The 7 Habits of Highly Effective Teens provides engaging activities, interactives and self-evaluations to help teens understand and apply the power of the 7 Habits. Sean Covey's The 7 Habits of Highly Effective Teens has sold more than 2 million copies and helped countless teens make better decisions and improve their sense of self-worth. Pairing new interactives with modern explanatory graphics, The 7 Habits of Highly Effective Teens workbook reaches today’s teen generation effectively.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Title | What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF eBook |
Author | James Paul Gee |
Publisher | Macmillan |
Pages | 233 |
Release | 2014-12-02 |
Genre | Education |
ISBN | 1466886420 |
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Understanding by Design
Title | Understanding by Design PDF eBook |
Author | Grant P. Wiggins |
Publisher | ASCD |
Pages | 383 |
Release | 2005 |
Genre | Education |
ISBN | 1416600353 |
What is understanding and how does it differ from knowledge? How can we determine the big ideas worth understanding? Why is understanding an important teaching goal, and how do we know when students have attained it? How can we create a rigorous and engaging curriculum that focuses on understanding and leads to improved student performance in today's high-stakes, standards-based environment? Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of Understanding by Design. Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks. Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the six facets of understanding can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum. Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of Understanding by Design offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike.