Sonic the Hedgehog is like The Odyssey?
This news "Teacher uses video games in English class"is about an eighth-grade English teacher’s creative teaching. He uses video games in the classroom. There is a video clip about the news on the right.
The students think playing the game is just like reading because there are plots and settings and they need to pay attention to a lot of elements in games. They are not just playing. They are reading and writing. The students sometimes just pause to write the details. It is very interesting that the teacher mentioned one student said Sonic the Hedgehog was like The Odyssey, because “Sonic has to get home just like Odyssey.” Obviously, the teacher was very happy that the student could make association between the game and the literature. Connections between playing and learning like this should be what we really want to make when games are introduced in learning. Again, this is an example that the feature of narrative in games can be applied to learning reading.
It should be noted that playing games is not equal to the reading class. Actually, it is just a part of the students’ learning experience. They still read other materials. Two problems of using games in the classroom are exposed: limited equipments and resistance at first.
At the end of the news, it says “Younger teachers have grown up with the games and want to find ways to use them to achieve state standards.” Undoubtedly, innovations are imperative when traditional classrooms encounter creative teachers.
The students think playing the game is just like reading because there are plots and settings and they need to pay attention to a lot of elements in games. They are not just playing. They are reading and writing. The students sometimes just pause to write the details. It is very interesting that the teacher mentioned one student said Sonic the Hedgehog was like The Odyssey, because “Sonic has to get home just like Odyssey.” Obviously, the teacher was very happy that the student could make association between the game and the literature. Connections between playing and learning like this should be what we really want to make when games are introduced in learning. Again, this is an example that the feature of narrative in games can be applied to learning reading.
It should be noted that playing games is not equal to the reading class. Actually, it is just a part of the students’ learning experience. They still read other materials. Two problems of using games in the classroom are exposed: limited equipments and resistance at first.
At the end of the news, it says “Younger teachers have grown up with the games and want to find ways to use them to achieve state standards.” Undoubtedly, innovations are imperative when traditional classrooms encounter creative teachers.


6 Comments:
Hey Zhuo,
I agree with you that the teacher plays a very important role in bringing technology into the classroom. I like the part "Undoubtedly, innovations are imperative when traditional classrooms encounter creative teachers".
In terms of gaming and literacy development, Fromme (2003, in Dipietro, 2007) indicates that "the game-based literacy a player develops can be used as a foundation for the formation of associated literacy's and competencies valued by the field of education". This is another example to show how playing video games can facilitate students' reading skills.
By
Jiao Li, at 8:21 AM
Hey Zhuo,
You hit the nail on the head, games should not be replacing subject matter and reading independently remains critically important, but instead the games should enhance the learning experience and weave subject matter between both worlds. Teachers may also ask the students to evaluate their own opinions of the game and probe deeper questions into the parallels of gaming worlds to those of the ones we create in literature. The figures may be tragic in many ways overcoming enormous obstacles to rescue family or fight oppression. These factors raise questions of gaming figures as heroes who change their world and may propel students to seek a problem they may solve someday. Reading literature about great figures and their obstacles may help students relate the games better to historical events and shape the context of society.
By
Ben Emihovich, at 8:59 PM
Hi Jiao,
Using Sonic the Hedge Hog sounds interesting. I am not familar with it but if it gets kids to read, that is great.
I found a resource where you can look up games by name, and look up subjects where games can help. There are comments from gamers, questions for adult-gamer discussion, and suggestions and models for using games in conjunction with teaching, including things that have worked successfully for other teachers.
Game players can contribute to either the GAMER or the PARENT sections. Teachers who have used a game successfully, or who know of a game lesson plan or teachers guide online, can contribute to the TEACHER section.
Check it out at
http://www.gamesparentsteachers.com/
:) Garnette
By
Garnette Knapp, at 9:30 PM
Thank you, Garnette! I've browsed that Web and it looks good. I believe I can find very useful resources there. :)
By
Zhuo(Joel) Li, at 8:50 PM
Ben,
You have contributed so many good ideas about using gaming as literature reading. I do agree with you that the teacher may ask students to evaluate games. It's an essential way to foster their critical thinking.
By
Zhuo(Joel) Li, at 8:54 PM
Hey Jiao,
Thank you for providing Fromme's citation here. I'd like to check out that article later.
By
Zhuo(Joel) Li, at 8:56 PM
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