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A State Of The Art Review Of The Literature

WEB Video Games in the Secondary English Language Arts Classroom

A State-of-the-Art Review of the Literature

Introduction

Video games have become a ubiquitous part of our culture, and their potential for use in education has been recognized by educators for years. However, there is still much debate about the best way to use video games in the classroom. In this article, we will review the current state of the literature on the use of video games in the secondary English language arts classroom and provide some recommendations for teachers.

Benefits of Using Video Games in the Classroom

There are a number of potential benefits to using video games in the classroom. First, video games can be a highly engaging way to learn. They can provide students with opportunities to practice skills such as reading, writing, and critical thinking in a fun and interactive environment.

Second, video games can help students develop important 21st century skills such as collaboration, problem-solving, and creativity. Third, video games can provide students with opportunities to explore different cultures and perspectives.

Challenges of Using Video Games in the Classroom

While there are many benefits to using video games in the classroom, there are also some challenges. First, it can be difficult to find games that are appropriate for the classroom setting. Many video games contain violence, gore, or other content that may not be appropriate for students.

Second, video games can be addictive. It is important for teachers to be aware of the potential for addiction and to set limits on how much time students spend playing video games.

Third, video games can be expensive. This can make it difficult for schools to purchase enough games for all students to use.

Recommendations for Teachers

If you are considering using video games in your classroom, there are a few things you should keep in mind:

  • Choose games that are appropriate for the classroom setting. Avoid games that contain violence, gore, or other content that may not be appropriate for students.
  • Set limits on how much time students spend playing video games. This will help prevent addiction.
  • Make sure that students are aware of the potential benefits and risks of playing video games.
  • Use video games as a tool to supplement your instruction. Do not rely on video games to replace traditional teaching methods.

Conclusion

Video games can be a valuable tool for teaching English language arts in the secondary classroom. However, there are some challenges to using video games in the classroom that teachers should be aware of. By following the recommendations in this article, teachers can use video games to engage students and help them learn.


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