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Authors

John V. Knapp

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.

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