Tuesday, October 13, 2009

Video Games as a Teaching Tool? That's Right!

Our popular Media Literacy series explores how different media have developed, how they influence us, and how they can be used to teach critical skills in the classroom. The series has looked at media such as television, the Internet, newspapers --

-- and now, Video Games and Virtual Worlds! For many students, the online gaming and simulation worlds are far more interesting and "real" than the actual world we inhabit. OK, then, if that's the case, how can educators respond? We've developed this program, formally called Thinking Critically About Video Games and Virtual Worlds, to hekp students -- and teachers-- interpret, analyze, and evaluate interactive digital entertainment.

The program includes 48 lessons, zeroing in on topics such as:
  • The role of violence in video games

  • How video games affect parent-child relationships

  • Video games and players with disabilities

  • Scams and cheats

  • Linden dollars and other virtual world currency

  • What messages video game developers and sponsors are sending

Educators are using this new title in media, design, and computer classrooms, as inter-disciplinary resources in language arts or social studies classrooms, or to address the National Educational Technology Standards. You can find our more at (800) 341-6094, or customerservice@walch.com.

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