Megan Glover Adams Engaging 21st-Century Adolescents: Video Games in the Reading Classroom A s a language arts teacher, I have found that the most useful tool I have in motivating my students is popular culture, particularly video games. Many teachers may find it difficult to believe that video games can help student achievement; as a teacher in a small school district, I understand the concern that some teachers will encounter nonbelievers. However, think of how much fun your students have when you incorporate even old-fashioned games into the curriculum. Much like putting Jeopardy into your reading curriculum over a decade ago, modern video games may help students find competition and relevance in reading, especially when combined with cross-age tutoring. Cross-age tutoring, in which older and younger students work together to improve their ELA skills, is not a new concept; Linda D. Labbo and William H. Teale explored it as a tool for poor readers as early as 1990. Labbo and Teale found that using oral readings and producing them as performance allows students who are inexperienced readers the opportunity to interact closely with “model readers” (362). I have found that using tutoring with video games also works well. The students have the opportunity to read aloud collaboratively while interacting with the game itself; thus, reluctant readers also have the opportunity to become experts in the game. When working with a classmate, the stronger reader acts as the “model” for interpretation and guidance, but ultimately, both students learn a great deal from the experience. Many students do not consider “grabbing a good book” quality entertainment. Students look 56 Using experiences with her students, Adams explores how video gaming may increase students’ “virtual literacy” and other reading skills. to technology and pop culture for their entertainment, and most of them revel in competitive games. In this article I will discuss how tutoring with video games can help particularly reluctant or unsuccessful readers, and I will give teachers practical ideas for making reading fun for 21st-century adolescents. Why Play a Video Game in Class? The role-playing game Neverwinter Nights begins with a simple tutorial, which is where the heaviest reading occurs.1 The game is distributed on the Atari label and was created by the makers of the game Dungeons and Dragons, and it uses skills such as logic, problem solving, higher order thinking, and dialogue for the player to “win.” Students can play this game in a partnership or tutoring situation with other students in an ELA classroom to facilitate their reading development. In a partnership, the student mentors and the students being tutored work together to move forward in the game. This allows the lower level reader to feel competent, increasing the student’s self-confidence as the game progresses. Alternatively, two students could work on computers next to each other after completing the tutorial, allowing for some competition. The beauty of the game is that unless the student is an avid fantasy reader, the vocabulary is foreign, so even an advanced reader must learn the new jargon when attempting to play the game. For any adolescent reader this will provide a challenge, and the model reading behaviors will be more important in the tutoring sessions than the vocabulary English Journal 98.6 (2009): 56–59 EJ_July2009_B.indd 56 6/12/09 9:38:11 AM Megan Glover Adams knowledge. Because the advanced reader will be forced to work with unfamiliar vocabulary as well, the game becomes a place where both readers are working in unfamiliar territory, and the confidence of the reluctant reader may increase, ultimately resulting in two more-advanced readers. I learned about using video games to teach reading from Michelle Commeyras, professor at the University of Georgia, who developed the concept for use in the College of Education’s reading clinic. I first tested Commeyras’s concept in an alternative school program in Greensboro, Georgia. One student named J.R.—an 18-year-old African American male with a learning disability—showed an interest in reading manga. The Naruto series was J.R.’s favorite. I was the teacher of record and decided to allow him to read those novels as part of his “Reading Counts” program, which is similar to the Accelerated Reader program used in schools around Georgia (from Renaissance Learning; http:// www.renlearn.com/ar). J.R. continued reading the graphic novels he enjoyed, but gradually he became more withdrawn during his time in the alternative school, especially when the class read more difficult texts. I decided to assign him the Neverwinter Nights video game because it relies heavily on text and written conversation. J.R. and I alternated reading passages aloud when playing the game, and his character in Neverwinter Nights developed quickly. While helping him to increase his reading skills, the game also allowed J.R. to construct a virtual identity that helped him escape from the barrage of obstacles he faced in school. I also assigned him a tutor, and this allowed him the opportunity to play the game without frustration because unfamiliar vocabulary could be explored with his tutor. James Paul Gee says that when playing video games, there are different identities at work that allow adolescents the opportunity to explore literacy and lose themselves in the action (43–44). I saw J.R., previously a hesitant reader, blossom into a much more confident reader. He loved the game, he loved spending time working on reading he enjoyed, and he wanted his tutor to understand his choices and virtual character. This gaming/reading experience allowed me to work individually with J.R., giving him direct and indirect instruction while conferencing continually, and it allowed J.R. to feel comfortable in the medium he was working with, which gave him confidence traditional texts do not. J.R. was the perfect candidate for the gaming “identity” construct; he enjoys gaming and the fantasy genre and spends a great deal of time reading in genres that seem to correlate well with the content of the game. However, another student in the class, an 18-year-old Hispanic male named Angelo, was not well versed in the fantasy genre, but he enjoyed the game immensely as well. I believe many students would benefit from similar gaming/reading experiences. In part, reluctant readers simply need an escape from their daily life in school. “This generation of students relates to Because the advanced graphics first, versus traditional information acquisireader will be forced to tion of text first” (Simpson work with unfamiliar and Clem 6). In this study, vocabulary as well, the Elizabeth Simpson and game becomes a place Frances A. Clem found that where both readers are middle school students working in unfamiliar learn more and more rapidly when they are actively territory, and the engaged. Thus, the authors confidence of the used video games with their reluctant reader may students to make learning increase, ultimately more entertaining and more resulting in two moreaccessible for today’s stuadvanced readers. dents. The students used problem-based approaches and were evaluated using performance-based evaluations and self-assessments via rubrics. The results were numerous teachable moments and student satisfaction. With structure and support, teachers can implement video games easily (14). Virtual Literacy in Today’s Classrooms Children in today’s society have grown up in a textually rich environment, but their canvas is not the same as the generations before them. Media of all genres bombard them; they are children of the Internet who can access information at the touch of a button. The medium for them is the message (McLuhan 33–34), and they are so used to constant stimulation of all senses in textual experiences that it is necessary to provide new literacies for their consumption English Journal EJ_July2009_B.indd 57 57 6/12/09 9:38:11 AM Engaging 21st-Century Adolescents: Video Games in the Reading Classroom and offers an incentive for reluctant readers. When playing this game, students go on a quest, meeting characters along the way that help them through dialogue. The good news for teachers is that the dialogue box at the bottom of the screen is the most helpful component when students prepare for battle in each section of the game. Students must read as they go in order to battle successfully and move forward. Students do not battle each other in this game beThe Secondary Luncheon at the 2008 NCTE Convention in San Antonio attracted a capacity crowd. cause it is not conducted online; however, there are many games similar in content to Neverwinter Nights that teachers (Simpson and Clem 6). Many students in classrooms could use if they found their students enjoying at Greene County High School read more outside themselves so much that they wanted them to play than inside of school. Those students are not necesagainst each other within that virtual reality. sarily reading the novels read by many of their teachers when they were in school; instead, they are reading text messages, blogs, comments on their online comSome Final Thoughts munity pages, texts in their online games, and inVirtual literacy is different from informational litstructions on their Nintendo machines. Teachers are eracy. Virtual literacy is how a student reads online wise to tap into the tools used by teens voluntarily. texts, images, and conversations, and it requires According to one presentation made for the Annenthat students extend their understanding of techberg Research Network on International Communinology to include understanding how to use it recation (Castells et al.), youth cultures around the sponsibly and how to “read” authors’ intentions by world use popular culture as the new method of commaking inferences and comprehending the codes munication. Telephones, instant messaging, blogs, involved in the online world. It takes the critical emails, interfaces, websites, online communities, and reflection of the information used in informational a host of other media act as students’ playgrounds, literacy and extends it to the social constructs inand high school students have invented new lanherent in the digital world. This is especially true guages to facilitate using those mediums quickly and of the various identities required in online blogging effectively. Just as film has become a common teachand gaming communities, and there, students must ing tool in public classrooms across the country, we do more than evaluate the social and cultural immust embrace the Internet and video gaming as new pact: they must assume a new identity. methods of enticing reluctant readers (Gee). Teachers may at first wonder if virtual literacy The video game Neverwinter Nights involves is the only thing their students will gain from playcreating a character endowed with various abilities ing video games in the classroom. Remember several and hindrances based on the race, class, and skill asthings when you are making this decision for your signed by the gamer. This allocation of identities, classroom. First, reading is one of the most imporidentified by Gee as virtual, real, and projected, altant skills students can use when playing Neverwinter lows students the freedom to safely become someone Nights. By reading—and reading quickly—students they are not (54–55). Neverwinter Nights does conadvance in the game. Even with only one student tain violence, but its battles are comparable to Beplaying the game, the literacy skills they use inowulf or Titus Andronicus, and in addition to offering volve vocabulary acquisition, reading comprehenstudents chances to use technology to lose themsion, and reading for information. In addition, you selves in a fictional world, this game is rich in text 58 July 2009 EJ_July2009_B.indd 58 6/12/09 9:38:12 AM Megan Glover Adams may have students play on computers next to each other, thus allowing them the creativity to create characters and delve further into the game’s plot and theme. By taking on actual characters, they are acting out the story themselves, which is a literacy skill that we often have little time for. Finally, teachers are wise to remember that having fun in the classroom is one of our greatest assets in motivating students. We must always be looking for ways to create those meaningful experiences that add relevance to students’ reading. Note 1. For a description of Neverwinter Nights, see http:// nwn.bioware.com/about/description.html. Works Cited Castells, Manuel Oliván, Mireia Fernández-Ardèval, Jack Linchuan Qiu, and Araba Sey. “The Mobile Communication Society: A Cross-Cultural Analysis of Available Evidence on the Social Uses of Wireless Communication Technology.” Annenberg Research Network on International Communication. Los Angeles: U of Southern California, 2004. 40–54. Gee, James Paul. What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan, 2003. Labbo, Linda D., and William H. Teale. “Cross-Age Reading: A Strategy for Helping Poor Readers.” Reading Teacher 43.6 (1990): 362–69. McLuhan, Marshall. Understanding Media: The Extensions of Man. Cambridge: MIT Press, 2001. Simpson, Elizabeth, and Frances A. Clem. “Video Games in the Middle School Classroom.” Middle School Journal 39.4 (2008): 1–14. Megan Glover Adams is a full-time teacher in Greene County who wants to help teachers understand how to best serve diverse school populations and students in rural, low socioeconomic school districts. She is also a doctoral student in Reading Education at the University of Georgia. Email her at [email protected]. R E A D W R IT E T H IN K C O N N E CT ION Joyce Bruett, RWT In her attempts to motivate students who struggle with reading, Adams has found a way to use video games in the language arts classroom to help students develop reading skills, such as comprehension and vocabulary. Follow up your use of video games in the classroom with a lesson that asks students to write reviews of what they learned while playing the games. “So What Do You Think? Writing a Review” explains how students can devise guidelines for writing interesting and informative reviews after they examine several sample reviews. http://www.readwritethink.org/lessons/lesson_view.asp?id=876 Search for New Editor of Language Arts NCTE is seeking a new editor of Language Arts. In July 2011, the term of the present editors (Patricia Enciso, Laurie Katz, Barbara Z. Kiefer, Detra Price-Dennis, and Melissa Wilson) will end. Interested persons should send a letter of application to be received no later than August 7, 2009. Letters should include the applicant’s vision for the journal and be accompanied by the applicant’s vita, one sample of published writing, and two letters of general support from appropriate administrators at the applicant’s institution. Do not send books, monographs, or other materials that cannot be easily copied for the Search Committee. Classroom teachers are both eligible and encouraged to apply. The applicant appointed by the NCTE Executive Committee will effect a transition, preparing for his or her first issue in September 2011. The appointment is for five years. Applications should be addressed to Kurt Austin, Language Arts Search Committee, NCTE, 1111 W. Kenyon Road, Urbana, IL 61801-1096. Questions regarding any aspect of the editorship should be directed to Kurt Austin, Publications Division Director: [email protected]; (800) 369-6283, extension 3619. English Journal EJ_July2009_B.indd 59 59 6/12/09 9:38:12 AM
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