Document Type
Article
Abstract
Gaming is a heuristically useful alternative in the literature classroom to such pedagogies as whole-group class discussion, worksheets, and small group arguments. By asking students to play the game titled, Literary Quests, after finishing Louis Sachar's novel, Holes, the teacher employs his/her students' ready-made interest in the computer and board games to the tasks of learning how to read literature. Based on student pairs questioning one another in competitive fashion, quiz-show style, this game includes sets of increasingly difficult literary questions about the novel, and a writing component aimed at student expressiveness concerned both with their understanding of the text in question and with the ethical procedures used by the two-person teams in winning or in losing Literary Quests.
Repository Citation
Knapp, John V.. "Literary Quests in Sachar's Holes: A Middle & High School Game for Literary Learning." Reconstruction: Studies in Contemporary Culture vol. 10, no. 2, 2010, pp. 1–10. https://digitalcommons.odu.edu/reconstruction/vol10/iss2/6