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Lawrence, Anne M.; Sherry, Michael B. – Journal of Literacy Research, 2021
Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students'…
Descriptors: Feedback (Response), Game Based Learning, Educational Games, Video Games
Hansen, Jane – Middle School Journal, 2014
A successful middle school team of teachers employed effective middle level philosophy to structure a curriculum around themes that were relevant, challenging, integrative, and engaging for their particular students and community. Realizing that their young adolescents were involved in tough, delicate issues in their out-of-school lives, the…
Descriptors: Grade 7, Middle School Students, Learner Engagement, Urban Schools
Connolly, Maureen; Giouroukakis, Vicky – English Journal, 2012
According to a 2009 AP-MTV survey of 1,247 people ages 14-24, 50% of those surveyed have experienced cyberbullying (Gatti 1). Victims were twice as likely to need help from a mental health professional and were three times more likely to drop out of school than those surveyed who did not report being cyberbullied (5). Given this alarming social…
Descriptors: Bullying, Computer Mediated Communication, Adolescents, Victims
Oldaker, Adam – Voices from the Middle, 2010
This article describes the author's experience co-facilitating a project for which seventh-grade students designed and created original video games based on Madeleine L'Engle's "A Wrinkle in Time". The author provides an overview of recent literature on video game implementation in the classroom and explains how the project was designed and…
Descriptors: Video Games, Middle School Students, Language Arts, Teaching Methods