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Video gaming within the classroom is often considered to be an alternative approach to learning, as in the Quest 2 Learn school curriculum mentioned in my last post. However, computer gaming can be fully integrated into traditional learning environments as well, and MMORPGs (massively multiplayer online role-playing games) such as World of Warcraft are finding their way into K-12 classrooms.
WoWinSchool is a Wiki that details how to incorporate MMPORGs into a classroom, outlining their own foundational story as initially an after-school program that morphed into a fully-developed Language Arts course. They provide a creative commons licensed sample curriculum by Lucas Gillipsie and Craig Lawson, that targets the Middle School age group, available here. Additionally, there are other project files including math worksheets that incorporate problem solving that a player may need to do during WoW gameplay.
Additionally, teachers have been able to integrate video games into the new (often-criticized) Common Core State Standards. Peggy Sheehy, a teacher at Suffern Middle School, has been able to successfully align a World of Warcraft curriculum to a Common Core unit on myths and heroes. She likens the richness of WoW to the Iliad and the Odyssey due to its richness.
As Maxwell Neely-Cohen argues in his essay “Appetite for Risk: At the Intersection of Video Games and Literature,” there is substantial intersection between the medium of the video game and literature, and also a lot of opportunity for collaboration between writers and game developers. Because video games are largely based on storytelling and narrative, they can serve as a very viable avenue to get students to understand literary devices and literary references (many games do reference literature as well as the other arts) in a hands-on and interactive manner.

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