Video Games Teacher Resources
Find Video Games educational ideas and activities
Showing 1 - 20 of 1,125 resources
Collateral Damage? Researching a Connection Between Video Games and Violence
Hook your class into an exploration of and discussion about violence in video games with a cute animal clip and a video game trailer. After a quick discussion about how media can affect mood, class members read a related article and respond to the provided questions.
7th - 12th English Language Arts CCSS: Designed
Should Video Games be Regulated?
Persuade your pupils to take a stance on a variety of issues. Warm up with an activity that has class members walk to a yes or no sign based on their opinion. They then fill out a graphic organizer with persuasive arguments. After they are done practicing, writers evaluate information about video games, compose persuasive letters, and send final drafts of their letters to government officials.
6th - 8th English Language Arts CCSS: Adaptable
First Person: Diversity in Video Gaming
High schoolers explore the relationship between video games and actual population. Example: A 2005 study showed Latino youth play at higher rates than other groups, but there are no Latino playable characters. They watch a brief video about race and popular game characters, read about stereotyping, and research demographics.
9th - 12th English Language Arts
Video Game Violence: Explore Possible Impacts
Introduce middle schoolers to the issue of video game violence with a multifaceted approach. Learners complete a gaming survey, as well as read and discuss a news feature about violent video game sales and a handout on stimulus addiction. They then compare preferences and playing habits among boys and girls, evaluate ads in gaming magazines, review industry ratings, and write a short opinion piece about the impact of violence in video games.
7th - 9th 21st Century Skills
Karma Tycoon (Video Game): Running a Nonprofit Unit
Your class learns to launch and operate a nonprofit, procure funding, manage finances, and help others with this superbly designed unit. Includes well-crafted activities, Internet research, worksheets, vocabulary, and a high-interest video game "Karma Tycoon.
7th - 12th 21st Century Skills
Killer Games: Violence in Video Games
Widespread video gaming makes this content relevant and high interest. Developing youth awareness about the impact of violence in games is important to promote literacy, critical thinking, health, and consumer awareness. After reading and discussion, middle schoolers write persuasive essays or participate in a class debate on the issue.
7th - 9th 21st Century Skills
Diversity in Media: Looking Critically at What We See
This learning experience fosters awareness of representations we see, and don't see, in the media. Learners list TV programs, games, and films they enjoy, identify characters' ethnic, religious, (dis)ability, and sexual orientation status, assess whether what they see accurately represents where they live, and discuss equity or the lack of it in the media.
8th - Higher Ed English Language Arts
New Review EdTech Tuesdays: Classroom Video Games with Mat Frenz
Curious about ways to use students' interest in video games to enhance their learning? Listen as Mat Frenz from GlassLab Games discusses the similarities between video game design and lesson design, and how educators and developers are working together to create engaging games that allow teachers to track and monitor student learning.
4 mins Pre-K - Higher Ed Classroom Support
Express Yourself Lesson Seed 3
If you're looking to set your class up for writing effective arguments, try out this idea. While originally created with freedom as a guiding idea, the activity could easily be adapted for other themes. As a class, create a chart of argument characteristics.
6th English Language Arts CCSS: Designed
A Brief History of Video Games (Part I)
For many pupils, gaming is part of everyday life. But, it wasn't always that way. Entertain and inform your class with this quick video that follows the development of video games. The narrator goes all the way back to the beginning and recounts the early steps of creating games as we know them today.
5 mins 9th - 12th Technology & Engineering
Video Game Scores
Eric and Leila's video game scores are the inspiration for writing equations with parenthesis. The numbers are purposefully large to deter the class from calculating them: rather this activity meets the standard that asks 5th graders to write simple expressions without evaluating them.
5th Math CCSS: Designed
Sex, Guise, and Video Games
Students examine the portrayal of women in action-adventure video games and in other forms of entertainment to assess whether or not these portrayals perpetuate positive images of women in today's world. They develop new female video game characters.
6th - 12th English Language Arts
Facing TV Violence: Consequences and Media Violence
Make your class aware of the difference between media violence and real violence. Using prior knowledge, a video clip, and a worksheet, class members explore and discuss the unrealistic portrayal of violence in the media. Learners question the consequences of how violence is represented in the media.
1st - 4th Visual & Performing Arts
Integrating the Nintendo Wii in Adaptive Physical Education
Bring gaming into the classroom as part of a physical education lesson. Learners with disabilities participate in various physical activities using the Nintendo Wii. They use the video game system not only to play different sports, but also to learn the rules of games.
3rd - 12th Health
Karma Tycoon: Video Game Study Guide
Explore economics, business, and personal finance as you play Karma Tycoon, a video game that takes learners through the world of entrepreneurship and non-profit business ventures. This resource includes instructions for playing, as well as four lessons intended for use before, during, and after game play.
7th - 10th Math
Video Games and Social Control
Can technology can be addictive? After viewing a short video called "Play," class members consider this questions, gather data on types and amount of time people spend on various technology, and draw conclusions from the information gathered.
9th - 12th Social Studies & History CCSS: Adaptable