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Weekly Research Week 3 – Weekly Writing for Rhetoric of Gaming F2017

Weekly Research Week 3

Adams, Megan Glover. “Engaging 21st-Century Adolescents: Video Games in the Reading Classroom.” The English Journal, vol. 98, no. 6, 2009, pp. 56–59. JSTOR, www.jstor.org/stable/40503460.

Adams argues that since most students find more enjoyment in technology, utilizing video games as a way of learning has become increasingly important. She argues that games such as Neverwinter Nights not only help students with reading and problem solving, but in these games they also enter into a new linguistic space where they must learn and incorporate new words. Playing video games includes a lot of reading, so the incorporation of games in the classroom allows students to develop their reading skills. In doing so, video games create a sort of “virtual literacy” which Adams says “requires that students extend their understanding of technology to include understanding how to use it responsibly and how to ‘read’ authors’ intentions by making inferences and comprehending the codes involved in the online world” (58).

http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/40503460.pdf?refreqid=excelsior%3A8c3d8b3c32d9120678aefb40eb49903f

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