Term
Summer 8-31-2020
Capstone
Capstone Project
Degree Name
MAT
Abstract
Video games are often neglected or forgotten by educators, even though they can provide an excellent, multi-faceted learning tool for students of all backgrounds and skill levels. This capstone project examines the use of video games in secondary language arts classrooms following Minnesota state standards to help students understand literary concepts, increase language skills, and allow for meaningful worldly discussions. Using the research question “How can video games be used in educational settings to support student curriculum and foster worldly discussions?” as a guiding question, this capstone explores societal conversations surrounding video game usage as a learning tool, including the history of video games, the positive and negative effects of video games on players, genres of games, worldly discussions, and the Minnesota state standards and language that allow for gaming to have a place in the classroom. Surveying the works of scholars like Arena, Bavelier, Green, Pouget, Horowitz, and Kent, the findings of this capstone are that video games can be easily incorporated into classroom curriculum and have positive effects on learning and language development. Incorporating video games into classrooms are also possible and successful in creating worldly classroom discussions.
Recommended Citation
Thomson, Karissa, "Video Games in the Secondary Language Arts Classroom: Opportunities For Deeper Learning and Worldly Discussions" (2020). School of Education and Leadership Student Capstone Projects. 530.
https://digitalcommons.hamline.edu/hse_cp/530
dc_type
text
dc_publisher
DigitalCommons@Hamline
dc_format
application/pdf
dc_source
School of Education Student Capstone Projects