VIRTUAL WORLDS & VIDEO GAMES in the ENGLISH SECONDARY CLASSROOM

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WELCOME

Welcome to Virtual Worlds and Video Games in the English Secondary Classroom, a collaborative project that seeks to explore and document research, methodological considerations and praxis on how video games and virtual worlds are used in the classroom. This is a place for Secondary teachers to share lesson plans, websites, engage in rich dialogue and gather inspiration on teaching literacy.

Please feel free to view, download, and print the content on this site.

On the left, you will find the navigation bar which includes:
  • Links and resources relevant to pedagogical concerns
  • Research
  • Information about resources for students to create their own video games and avatars
  • Information about video games and virtual worlds including reviews, screen captions and pedagogical praxis

Thanks for visiting!


This project takes its starting points from a course on digital textuality and thus I am indebted to the professor and students from that course. My sincerest thanks.


News/Events



Questions, Feedback or Comments?

I look forward to reading your reviews or suggestions/comments on any of the resources posted here or other resources which you choose to share. I invite critical and constructive commentary on any part of the resources you may have used.

Please feel free to use the discussion area for any topics related to video games or virtual worlds or email me directly with questions or comments.

Tag Cloud


  1. affinity groups
  2. articles
  3. avatar
  4. collaborative learning
  5. communication
  6. critical media literacy
  7. curriculum
  8. e-learning
  9. education
  10. english
  11. english curriculum
  12. games
  13. gaming
  14. interactive fiction
  15. interactor
  16. language arts
  17. lesson plans
  18. links
  19. literacy
  20. media
  21. media studies
  22. media stuides
  23. mmorpg
  24. multimedia
  25. multiplayer
  26. ontario
  27. pedagogy
  28. production
  29. resources
  30. serious games
  31. social
  32. student-centred learning
  33. video
  34. video games
  35. virtual worlds
  36. websites