- Edutopia's Terrell Heick argues that video games might find "an authentic and compelling role" in the diverse environment of the English Language Arts classroom.
- In his post, Heick lays out three examples of how they may function in the classroom: as entry points to new content, as a means of providing students who might not otherwise be engaged with a voice, and as a means of inspiration.
- It may, however, take some experimentation and professional development to maximize their potential as powerful learning tools.
From the article:
Perhaps more than anything else, the English Language Arts classroom is a place of diversity. There is diversity of academic expectations for teachers. The ELA Common Core assigns literature and informational reading, writing, speaking/listening and language to what is usually a single "class." This is a total of five extremely broad topics, each of which could more than stand on its own as a content area. ...