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OVERVIEW: Using Video Games to Link Writing, Math, and Technology to the Real World

AUTHOR(S): Chad Spencer, Miranda Vaca, and Melissa Hissem

VITAL INFORMATION

Subjects:

English, Geometry, and Technology

Grade/Level:

9-12

Time Required:

Four 45-minute class periods

 

Objective(s):

The students will be able to:

  • Apply geometric properties to the real world
  • Examine how video games use 3D imaging
  • Bridge the ideas built into video games with writing fiction

·          Demonstrate knowledge of geometric concepts taught

  • Create three-dimensional cones, cylinders, and spheres using a computer programming language
  • Manipulate computer-generated cones, cylinders, and spheres by altering programming code
  • Identify the relationship between geometry concepts and computer programming
  • Examine character, theme, setting, dialogue, and vivid vocabulary in viewing and writing fiction
  • Create the next chapter of a fictional story begun in the video game

Summary:

While some video games teach students the horrors of society and provide very little in terms of education, many are a wealth of knowledge that teachers and parents can use to teach valuable concepts.  Video games, when viewed and analyzed for educational content can teach math, English, technology, and history.  They also provide a wealth of information about myriad careers students might wish to pursue.

IMPLEMENTATION

 

Learning Activities:

Lesson 1 Geometry

Lesson 2 Technology

Lesson 3 English Lesson

 

 

Resources and Unit Handouts:

 

 Playstation 2 or other gaming system

 Video Game(s) appropriate for students in your class

 LCD Projector

 Laptop/Desktop

 Geometric 3D manipulatives

 Writing Journal

 Computers (1 per student)

 Copier

 

Technology resources:

Textpad

VRML Tools

PowerPoint (on teacher computer)

 

Handout 1: Geometry PowerPoint

Handout 2: VRML handout and corresponding PowerPoint

Handout 3: Code for first shape

Handout 4: Code for all three shapes

Handout 5: VRML Assignment

Handout 6: Writing the Scene (handout)

Handout 7: Tell the Scene:  Sights, Sounds, and Stories (handout)

 Video Game Scene Rubric

 

 

STANDARDS

 

WV CONTENT STANDARDS AND OBJECTIVES:

M.O.G.3.16 derives and justifies formulas for area, perimeter, surface area, and volume using nets and apply them to solve real-world problems.

21C.O.9-12.1.TT4 Student uses audio, video, pictures, clip art, moviemaker programs, webpage design software, electronic documents and other files to collaborate for the creation of electronic products that inform multiple audiences both inside and outside the school environment.

:

21C.O.9-12.2.LS1

Student engages in a critical thinking process that supports synthesis and conducts evaluation using complex criteria.

 

21C.O.9-12.2.LS4

Student visualizes the connection between seemingly unrelated ideas and independently produces solutions that are fresh, unique, original and well developed. Student shows capacity for originality, concentration, commitment to completion, and persistence to develop unique and cogent products.

 

RLA.O.11.1.05 analyze characteristics of author’s intended audience, purpose, style, voice and

technique through the use of reasoning, evidence and literary/character analysis.

 

RLA.O.11.1.06 formulate supportable conclusions, summarize events and ideas,

construct inferences and generalizations, and critique character

traits in a written/oral literary interpretation

 

RLA.O.11.2.08 evaluate the effectiveness of and apply various forms of transition in a composition:

·         sentence links

  • repetition of key words or  phrases restating of main/key ideas

 

USA - 21ST CENTURY LEARNING SKILLS & ICT LITERACY:

 

LEARNING AND INNOVATION SKILLS

 

Creativity and Innovation: Demonstrating originality and inventiveness in work

 

Critical Thinking and Problem Solving: Exercising sound reasoning and understanding

 

Communication and Collaboration: Articulating thoughts and ideas clearly and effectively through speaking and writing

 

INFORMATION, MEDIA AND TECHNOLOGY SKILLS

 

Media Literacy: Examining how individuals interpret messages differently, how values and points of view are included or excluded and how media can influence beliefs and behaviors

ICT Literacy: Using digital technology, communication tools and/or networks appropriate to access, manage, integrate, evaluate, and create information in order to function in a knowledge economy

NATIONAL STANDARDS:

NM-GEO.9-12.1: Analyze characteristics and properties of two- and three-dimensional geometric shapes and develop mathematical arguments about geometric relationships.

NT.K-12.2 Social, Ethical and Human Issues:

Students develop positive attitudes toward technology uses that support lifelong learning, collaboration, personal pursuits, and productivity.

NT.K-12. Technology Productivity Tools:

Students use technology tools to enhance learning, increase productivity, and promote creativity.

NL-ENG.K-12.7 Evaluating Data:

Students conduct research on issues and interests by generating ideas and questions, and by posing problems.

They gather, evaluate, and synthesize data from a variety of sources (e.g., print and nonprint texts, artifacts, people) to communicate their discoveries in ways that suit their purpose and audience.

NL-ENG.K-12.12 Applying Language Skills:

Students use spoken, written, and visual language to accomplish their own purposes

(e.g., for learning, enjoyment, persuasion, and the exchange of information).