Playing To Learn Video
Games In the Classroom
A review by Frank Baker
(Submitted to Journal of Media Literacy- Summer 2007)
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Playing to Learn Video Games in the Classroom By David Hutchison ISBN: 1-59158-492-2 ISBN-13: 978-1-59158-492-6
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Quick: name five video games. Can you do it? I can’t. Video games are not part
of my media environment. The few games I can recall are as a result of some
recent news story about their violent or sexual content, or some state’s effort
to restrict youth access. Are all games bad—of course not. Why doesn’t the
mainstream media report more on the potential uses of video gaming in
instruction? ( Well, that’s an essay for another time.)
Can and should video games be considered as instructional tools, just as books,
magazines, video and film are today? Yes, says “Playing to Learn” author
David Hutchison, Associate Education Professor at Brock University. In this new
text, published by Teacher Ideas Press, he presents a number of concrete ideas
for integrating video games into English, Social Studies, Math, Science, Health,
PE and more.
Writing the forward to this text, James Paul Gee (author of “What
Video Games Have to Teach Us About Learning and Literacy”)
acknowledges that video games won’t replace reading or writing. At the same
time, he says, fans of video games are creating blogs about the topic and
becoming active participants in fan based web sites.
Video games are a cultural phenomenon: one in which all educators should become
more familiar. Reading “Playing To Learn” will certainly help all
educators get up-to-speed in this exploding youth media culture. Interspersed
with activity suggestions and lesson plan ideas, Hutchison has wisely included
several discussion articles.
(This is a trend that I am in favor of: giving young people some current event
readings and resources around a topic. Unfortunately, many of today’s textbooks
don’t provide current readings nor corresponding critical thinking questions.)
In a discussion of the video game “Bully,” several questions are posed for which
the teacher might engage her students in a discussion. Another article raises a
series of questions regarding video game violence and its reported impact on
player attitudes and behaviors.
Content related to media
literacy
Classroom teachers will find a host of ideas and suggestions for how video
games/media literacy might be integrated into instruction. Among them:
Body Image:
students discuss the relationship between body image and the physiques of both
male and female video game characters
Hype/Fact vs. Opinion:
students compare and contrast previews and reviews of a video game, looking for
evidence of hype and fact vs. opinion
Foley Effects:
students replace the sound effects in a game with those they have captured in
and around school and home
Historical Place Analysis:
students compare and contrast historically accurate video game environments with
photos and descriptions of the same real-world settings
Newscast Production:
after studying the structure of conventional newscasts,
students apply what they’ve learned to creating a live newscast of their own
that reports on the video games news of the day
Race Relations:
students examine how different cultural groups are represented (or
misrepresented ) in video games
Video Game Review:
students write a review of a game they are currently playing.
”Playing To Learn” is a wonderful new edition to the world of media
literacy and youth media culture. Because it is aimed at the elementary-12th
grade audience, it would be a welcome addition to any school library media
center collection. I wouldn’t be surprised to see both students AND teachers
checking this one out.