ERIC Number: ED543910
Record Type: Non-Journal
Publication Date: 2012-Jun-25
Abstractor: As Provided
Reference Count: 34
Creative Writing, Problem-Based Learning, and Game-Based Learning Principles
Trekles, Anastasia M.
Online Submission, Paper presented at the International Society for Technology in Education (ISTE) Conference (San Diego, CA, June 24-27, 2012)
This paper examines how virtual worlds and other advanced social media can be married with problem-based learning to encourage creativity and critical thinking in the English/Language Arts classroom, particularly for middle school, high school, and undergraduate college education. Virtual world experiences such as "Second Life," Jumpstart.com, and the Stonehenge and Valley of the Kings simulations developed by the Heritage Key historical foundation (http://heritage-key.com) can be used to spark creative thought and excitement, especially for those students who respond favorable to games and game-based learning opportunities. Even other video games, such as the popular "Minecraft," can help students become excited about learning, and engage them in real-world problem-solving skills and behaviors, as well as in stories that are meaningful and exciting. With problem-based curriculum designed to capitalize on creative writing and response, working within such environments can help students bridge the gap between literature, history, and other subjects and their own experiences. This article provides insight into how such activities can be adapted for the classroom, and provides suggestions for implementation and assessment. The following are appended: (1) Web Resources; (2) Common Core Standards Application; and (3) Sample Rubric.
Publication Type: Reports - Descriptive; Speeches/Meeting Papers
Education Level: High Schools; Higher Education; Postsecondary Education; Secondary Education
Authoring Institution: N/A