Video Games Teacher Resources

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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. They then research the topic, using the materials provided or independent research, and participate in a discussion type of your choice (debate and talk show are suggested). Many materials are included in this Common Core-designed lesson.
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.
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." When your social entrepreneurs play, they choose an American city, research its needs, and set up and run nonprofits to help. They can apply their skills and start real-life support projects on host site DoSomething.org
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. They then take an eye-opening online quiz (link is tricky, but worth finding), examine diversity in game genres, and design a game that mirrors their own experience.
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.
In this video games day learning exercise, students read or listen to a passage, then match phrases, fill in the blanks, choose the correct words, unscramble words and sentences, write discussion questions and conduct a survey.
Students examine violence in video games. For this American history lesson, students read an article on the link between video games and violence. Students respond to discussion questions and debate the topic.
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. This resource presents a strong structure, but the attached materials are dated; substitute newer research and articles.
Pupils participate in the debate over the merits of video gaming, especially those based on violent scenarios. They get inside the box and take a tour behind the scenes to see what makes these games-and gamers-tick.
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. Consider the additional questions and information that are included in the menu on the right.
Students participate in a level 7 guided reading lesson. In this guided reading lesson, students preview the book Video Game and the associated vocabulary. They focus on the use of picture clues, the use of exclamation marks, and the tone of voice when reading words that are written in all upper case letters. They write about their personal favorite video game.
Students create packaging and a presentation to promote a new video game to their classmates. In this video game lesson plan, students survey each other on the ultimate video game and present their presentations through media arts.
Young scholars critically examine the portrayal of minorities in video games and other forms of entertainment and assess the role of racial stereotyping. They keep a log of media minority portrayals and respond to their findings.
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. The emphasis for the activity is on building and interpreting words and numbers, and translating them to math equations instead of numerical answers. This activity would be most effective when used to stimulate a guided learning discussion about order of operations and the role of parenthesis. It could be the lead-in for a larger math investigation or skills practices for the day. 
Students study the success of video games by reading an online article. They work in groups to design settings, storylines, characters and technical features for their own fantasy video games. Finally, they write scripts for previews of their games.
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. All materials are included. A well-designed and comprehensive lesson.
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. A great way to make video gaming into a classroom activity.
Students brainstorm about video games that are designed to teach. They create and perform in small groups a live action "video game" that teaches a concept covered in class this school year.
Students consider the effects of video games on students. In this current events lesson, students visit selected websites to study video game ratings, their effects on children, and the violence in the games.
Students use prior knowledge to develop a survey on their peers' habits and preferences regarding video games and online gaming. They examine the social aspect of online gaming by discussing "Where Warriors and Ogres Lock Arms Instead of Swords.

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