CAASPP Success - Grade 8 ELA Performance Task #1

You will read several sources that present different perspectives on the use of video games in education. After analyzing the sources, you will write an argumentative essay. Your task is to take a position on whether video games should be incorporated into school curriculums for learning, using evidence from the provided sources to support your argument.

Group 1

"The Future of Learning Through Games"
In recent years, the use of game-based learning in classrooms has expanded, showing great promise for improving student engagement and achievement across subjects like math, science, and history. The concept revolves around using digital and non-digital games that integrate educational content in an interactive and engaging format. Research highlights three key theories that underpin successful game-based learning: narrative-centered learning, problem-solving, and engagement theory.
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1. Narrative-Centered Learning Theory suggests that students learn better when they are immersed in a narrative that makes the educational material feel relevant. Games structured around stories allow students to step into different roles, enhancing their ability to comprehend and interact with academic content. This theory posits that by actively participating in a storyline, students develop deeper connections with the material, making learning more memorable. Educational games, like simulations, create environments where students can experience historical events or scientific processes in a way that feels real.
2. Problem-Solving Theory focuses on developing students' critical thinking skills by presenting challenges that require creative solutions. Games often provide scenarios where students must use logic and collaboration to solve puzzles or complete tasks. This mirrors real-life problem-solving, helping students transfer these skills beyond the classroom. Research has shown that game-based learning encourages persistence, as students are motivated to repeatedly try until they find solutions, a behavior less common in traditional learning environments.
3. Engagement Theory emphasizes the importance of keeping students actively involved in their learning process. Games are naturally engaging due to their structure, which often rewards effort, progress, and success. By creating a competitive but supportive learning environment, games help students stay motivated and invested in their own learning. Studies have demonstrated that when students are more engaged, they are better able to retain information and perform better academically.
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In subjects like mathematics, games have proven particularly effective in building foundational skills. For instance, educational math games break down complex concepts into manageable steps, providing instant feedback and the opportunity for students to try again without fear of failure. This fosters a growth mindset, where students are encouraged to improve over time.
In science education, digital games often simulate scientific phenomena, allowing students to conduct virtual experiments and see immediate results. This hands-on approach is especially valuable in topics that are difficult to experience directly in a traditional classroom, such as space exploration or molecular biology. By visualizing these concepts interactively, students gain a more profound understanding of abstract ideas.
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In history, games have been used to bring the past to life. Students can engage in role-playing simulations where they make decisions that influence historical outcomes, giving them insight into the complexities of events and the perspectives of historical figures. By placing students in these roles, educational games help them develop empathy and critical thinking as they explore the causes and consequences of key historical events.
However, successful implementation requires careful selection of games that align with curriculum goals. Not all games are educational, and teachers must ensure that the game mechanics reinforce the academic skills being taught. For game-based learning to be effective, it must go beyond fun and actively support the development of knowledge and skills.
This growing field offers exciting opportunities for transforming traditional education by making learning more interactive, meaningful, and fun for students. With advancements in technology, game-based learning is poised to play an even larger role in classrooms of the future.
Class Companion
"Video Games Are Distractions, Not Learning Tools"

Video games are often seen as fun and engaging, but when it comes to the classroom, they can be more distracting than beneficial. One of the primary concerns is the risk of addiction, which can lead to a significant reduction in a student's academic performance. Research shows that excessive gaming can cause students to lose focus, stay up late, and ultimately reduce their motivation to study. For instance, many students report staying up late playing games, which disrupts their sleep and leaves them too tired to focus in class the next day. Over time, this can result in lower grades and decreased engagement with schoolwork.

Another issue is the lack of physical activity associated with video games. While certain games may encourage movement (like active video games or VR), the vast majority keep players seated for long periods. This sedentary behavior is not only detrimental to physical health, but it also limits the development of important social and physical skills that come from activities like sports, outdoor play, or hands-on projects. Experts suggest that the overuse of video games contributes to physical inactivity and may even foster unhealthy habits that last into adulthood.

One of the most concerning aspects of using video games in classrooms is the potential for them to replace more effective traditional learning methods. Games can certainly be engaging, but they are not always the best tool for teaching complex concepts. Traditional methods, like hands-on activities, discussions, and physical learning environments, offer richer educational experiences that games often fail to replicate. Many teachers argue that educational games sometimes prioritize entertainment over deep learning, which can prevent students from fully grasping key concepts.

While video games can have positive aspects, such as improving problem-solving skills or hand-eye coordination, they should not be seen as a primary educational tool. When used without moderation, they can encourage distraction, reduce attention spans, and lead to a reliance on screen-based learning rather than developing other critical life skills. Therefore, while games have a place in entertainment, their role in the classroom should be limited to avoid these negative impacts.
Class Companion
Source #3: K-8 Teachers Who Use Video Games for Educational Purposes (Mobile Technology OER)

Question 1a

Multiple choice
Which source argues that video games can enhance students' engagement by making learning more interactive and fun, particularly in subjects like math and science?
  • Source #1

  • Source #2

  • Source #3

Question 1b

Multiple choice
Which source suggests that video games could reduce physical activity, leading to unhealthy habits and limiting the development of important physical and social skills?
  • Source #1

  • Source #2

  • Source #3

Question 1c

Multiple choice
Which source presents the idea that teachers who play video games themselves are more likely to use them in the classroom for educational purposes?
  • Source #1

  • Source #2

  • Source #3

Question 1d

Multiple choice
Which source claims that game-based learning helps students develop critical thinking and problem-solving skills by offering challenges that mirror real-life scenarios?
  • Source #1

  • Source #2

  • Source #3

Question 1e

Multiple choice
Which source raises concerns about video games replacing more effective traditional learning methods and argues that they should not be a primary educational tool?
  • Source #1

  • Source #2

  • Source #3

Question 1f

Short answer
Based on the information provided in Source #1 ("The Future of Learning Through Games") and Source #2 ("Video Games Are Distractions, Not Learning Tools"), how do these two sources differ in their views on the role of games in education? Use evidence from both sources to support your answer.

Question 1g

Essay
Your essay should present a well-supported argument for or against the use of video games as learning tools in the classroom. You must draw evidence from the provided sources to support your claim, and you should address counterarguments to strengthen your position.

In your essay, be sure to:

- Clearly state your claim: Take a position on whether video games should be used in schools as learning tools.
- Support your claim with reasons: Provide at least two reasons why your position is valid.
- Use evidence from the sources: Cite specific examples from the sources that back up your reasons.
- Address opposing viewpoints: Discuss the counterarguments and explain why your argument is stronger.
- Organize your essay clearly: Your essay should have a clear introduction, body paragraphs, and a conclusion.

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