Classroom+Literacy+Learning+Wii

Classroom Literacy Learning: What's the Wii Got to Do with it? Angela Wiseman, NC State University

Nintendo Wii ( [] )

Many children who struggle with school or resist learning in traditional settings will exhibit complex problem solving abilities, recall intricate facts, and understand statistics when they play video games. Video games are both motivating and engaging -- so where do they fit in with the classroom curriculum? Specifically, does the Wii have any [|educational] significance?

Wii makes use of a remarkable motion-sensitive controller called the Wii Remote™, which resembles a TV remote control. It's designed to be more inviting and comfortable for non-gamers to use, unlike button-heavy controllers. Come to this session, learn about and play the Nintendo Wii an interactive gaming system. Discuss - does the Wii have place in classroom literacy contexts?

=Questions:=
 * ==What skills are needed to be 21st Century Learners?==
 * ==How does the Wii promote learning?==

[|http://www.edutopia.org/james-gee-games-learning-video]
 * ==What is the potential of gaming?==

=Some related references:=

Annetta, L. A., Cook, M. P. & Schultz, M. (2007). Video games and universal design: A vehicle for problem based learning. //Journal of Instructional Science and Technology//, 10 (1). Clark, A. C. & Ernst, J. V. (2008). Gaming in technology education. //The Technology Teacher.// Gee, J. P. (2003). //What Video Games Have to Teach Us About Learning and Literacy.// New York: Palgrave Macmillan. Gross, B. (2007). Digital games in education: The design of games-based learning environments. //Journal of Research on Technology in Education,// 40 (1), 23-38. Jolley, K. (2008). //Video games to reading: Reaching out to reluctant readers.// 97 (4), 81-86. Lacasa, P., Martinez, R. Mendez, L. (2008). Developing new literacies using commercial videogames as educational tools. //Linguistics in Education,// 19, 85-106. Sefton-Green, J. (2006). Youth, technology, and media cultures. //Review of Research in// //Education.// 30, 279-306

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The Nintendo Wii session of the Institute will be organized by Angela Wiseman, Ph.D., who is an assistant professor of literacy education at NC State University. Her research interests focus on two interrelated strands:1. Bridging the gap between students’ out of school literacies through multimodal learning strategies such as the integration of poetry and photography, and 2. Supporting preservice and inservice teachers’ understanding of diversity in the classroom. ======