Making Curriculum Pop

... that is, somehow leverage students' prior knowledge of fantasy, horror, noir, comedic, or historical/period games, etc., to introduce or reinforce genre elements? Or do you have them compare and contrast games with novels or movies in the same genre?

Basically I'm looking for ways in which you connect curriculum to students' outside-of-school fannish interests in gaming, game design, gaming communities, etc. The key curricular topic would be genre, but if you address reading or writing skills via fan fiction that is game-based, that might also work.

My goal is to profile a 6-12 teacher or librarian in my upcoming book on fandom from Corwin Press, and possibly do a Q&A with this person for a pop culture blog I'm starting next month. If you or someone you know fits the bill, please contact me:  peterjgutierrez@yahoo.com

Thanks so much!

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I haven't used it in this way in my Gamestar Mechanic club, but I think Gamestar could really lend itself well to this kind of thing. The kids could make games demonstrating their understanding of each genre fairly quickly and simply. I've loved using Gamestar w/ the kids, and they have loved it, too!! My club is for grades 4-6. Scholastic has another gaming curriculum/program for grades 7-12 as well. (So basically, I'm really not helping you at all, but perhaps if you could find someone who uses Gamestar in this way, that would be helpful!! ;) We also started a Scratch club this semester; Scratch would be another venue in which kids could create games or animations showing what they know about a genre.

Some great ideas here, Kelly--thank you. Hopefully I can find someone who actually does this... ;)

Oh, and unrelated but a publisher is now interested in the book project you helped me with -- after a year and a half, I know, so I appreciate your patience.  Thanks again...  :)

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