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{"id":157,"date":"2017-09-15T08:53:50","date_gmt":"2017-09-15T12:53:50","guid":{"rendered":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/?p=157"},"modified":"2017-09-15T08:54:04","modified_gmt":"2017-09-15T12:54:04","slug":"weekly-research-week-3","status":"publish","type":"post","link":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/weekly-research-academic\/weekly-research-week-3\/","title":{"rendered":"Weekly Research Week 3"},"content":{"rendered":"

Adams, Megan Glover. \u201cEngaging 21st-Century Adolescents: Video Games in the Reading <\/span>Classroom.\u201d <\/span>The English Journal<\/span><\/i>, vol. 98, no. 6, 2009, pp. 56\u201359. <\/span>JSTOR<\/span><\/i>, www.jstor.org\/stable\/40503460.<\/span><\/p>\n

Adams argues that since most students find more enjoyment in technology, utilizing <\/span>video games as a way of learning has become increasingly important. She argues that <\/span>games such as <\/span>Neverwinter Nights<\/span><\/i> not only help students with reading and problem <\/span>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 \u201cvirtual literacy\u201d which Adams says \u201crequires that students extend their understanding of technology to include understanding how to use it responsibly and how to \u2018read\u2019 authors\u2019 intentions by making inferences and comprehending the codes involved in the online world\u201d (58).<\/span><\/p>\n

http:\/\/www.jstor.org.proxy-wcupa.klnpa.org\/stable\/pdf\/40503460.pdf?refreqid=excelsior%3A8c3d8b3c32d9120678aefb40eb49903f<\/span><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"

Adams, Megan Glover. \u201cEngaging 21st-Century Adolescents: Video Games in the Reading Classroom.\u201d The English Journal, vol. 98, no. 6, 2009, pp. 56\u201359. 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 … Continue reading “Weekly Research Week 3”<\/span><\/a><\/p>\n","protected":false},"author":14,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-157","post","type-post","status-publish","format-standard","hentry","category-weekly-research-academic"],"_links":{"self":[{"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/posts\/157","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/users\/14"}],"replies":[{"embeddable":true,"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/comments?post=157"}],"version-history":[{"count":1,"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/posts\/157\/revisions"}],"predecessor-version":[{"id":158,"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/posts\/157\/revisions\/158"}],"wp:attachment":[{"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/media?parent=157"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/categories?post=157"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/wp-json\/wp\/v2\/tags?post=157"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}