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Using Video Games to Improve Student Literacy

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 10

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Presenters

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RLA Teacher
Iowa Colony Jr. High, Alvin ISD
@2Chadz1988
I am a passionate educator who loves to build relationships with teachers and students. I love to find ways to connect content to learning and ensure that learners have a variety of ways to showcase what they've learned. I have worked in education since 2015 at Houston ISD and Fort Bend ISD. Both districts allowed me to learn and grow and I want to share those experiences with others.

Session description

There is the adage that learning cannot happen when playing video games. We're here to debunk that theory and showcase how games learners play every day for fun can be implemented into learning. Through our hands-on research, we have found ways to make the connection with video games.

Purpose & objective

The purpose of our presentation is to improve student literacy skills, improve student engagement, utilize what students already do, playing video games, and incorporate that into the learning, build student relationships and have fun in the learning process.
Participant Outcomes:
Participants will be able to see how video games can be immersed in ELA and Social Studies courses
Participants will learn how to use video games to enhance learning in ELA/Social Studies
Participants will apply what they have learned in a lesson template after viewing created lesson templates

The challenge with video games is not all students have access to consoles, and not all video games are age appropriate. However, this can be leveraged based on what games students already have and play, parental involvement, and utilizing other outside resources such as Youtube.
The blended-learning model is utilized, allowing participants to engage in learning outside of the classroom and bring it back inside throughout the year.

Resources that I have used are research articles and have utilized this strategy in my classroom to improve student engagement. Once students could see the connection between what they were playing and what they were learning, I improved buy-in and engagement. My colleague and I have created sample lessons, and book studies as well to go along with our presentation.

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Outline

Introduction 2 minutes
What it is and What it is not 5 minutes
Participant Activity (Peardeck), device
Gaming and Character Analysis 10 mins
Participant Activity (Peardeck), Videos, discussion
TEKS Alignment/Lesson Planning/Book Study 25 mins
Whole Group-We work through modifying a lesson play, implementing student-selected video game(s)
Video Game Dive-In 15 mins
Participant Activity-Participants engage in playing video games
(sections can be adjusted according to time and focus)

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Supporting research

https://www.npr.org/2020/05/29/864520287/video-games-dont-have-to-be-educational-to-spark-learning
https://www.edsurge.com/news/2016-09-06-what-video-games-like-doom-teach-us-about-learning-according-to-gbl-guru-james-paul-gee
https://www.eurogamer.net/ghost-of-tsushima-fans-crowdfund-repairs-to-typhoon-hit-island
https://www.apa.org/monitor/2015/04/gaming
http://gamesandlearning.umich.edu/a-games/key-findings/survey-report/

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Session specifications

Topic:
Personalized learning
Grade level:
6-12
Skill level:
Beginner
Audience:
Chief technology officers/superintendents/school board members, Curriculum/district specialists, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials:
Peardeck, Google slides
Subject area:
Language arts, Social studies
ISTE Standards:
For Educators:
Collaborator
  • Use collaborative tools to expand students' authentic, real-world learning experiences by engaging virtually with experts, teams and students, locally and globally.
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.