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Playing to Learn Video Games in the Classroom
Foreword by James Paul Gee
Book Code: TIP4922
ISBN: 1-59158-492-2
ISBN-13: 978-1-59158-492-6
280 pages, photos
Teacher Ideas Press, an imprint of Libraries Unlimited
Publication: 5/30/2007
List Price: $30.00 (UK Sterling Price: £16.95)
Availability: In Stock
Media Type: Paperback
Trim Size: 7 x 10
Subjects: Related Web Pages: Reviews:
  • Hutchison has written this guidebook to help teachers integrate the study of video games into classroom practice....Hutchison provides a valuable, concrete way of engaging students in reading and writing by integrating a ubiquitious aspect of popular culture into classroom practice....Highly recommended. This book can form the core of interesting exploration and implementation by professional learning groups in your school. As well, it offers new opportunities for school library-classroom collaboration.
    —Teacher Librarian
    December 2007
  • The author does not envision a classroom where computer games can be played, but one where students will be analyzing, designing, and creating films using video game footage. The book is designed to be used in traditional classrooms where teachers will use their students' familiarity with video games as a stepping stone to teach higher order thinking skills. This also can be used in classrooms where students will discuss, research, and write papers on the various topics raised about video games. The book is arranged alphabetically by activities. Each activity has a brief introduction, description, discussion, grade level, and subject area. For educators wanting a different approach to teach various traditional skills in the various disciplines, this would be a good purchase.
    —Library Media Connection
    January 2008
Description: Playing to Learn: Video Games in the Classroom is one of first practical resources that helps teachers integrate the study of video games into the classroom. The book features over 100 video game activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed, including language arts, mathematics, science, social studies, history, geography, health & physical education, drama, music, visual arts, computers, and business. The book is augmented with several discussion articles contributed by scholars, journalists, and bloggers who routinely write about video games. Also included are dozens of activity modification and extension ideas, Web links, data tables, and photos.
LC Card Number: 2006037601
LCC Class: GV1469
Dewey Class: 371
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