You are here:

Creative Writing, Problem-Based Learning, and Game-Based Learning Principles

International Society for Technology in Education (ISTE) Conference,


This paper examines how virtual worlds and other advanced social media can be married with problem-based learning to encourage creativity and critical thinking in the English/Language Arts classroom, particularly for middle school, high school, and undergraduate college education. Virtual world experiences such as "Second Life,", and the Stonehenge and Valley of the Kings simulations developed by the Heritage Key historical foundation ( can be used to spark creative thought and excitement, especially for those students who respond favorable to games and game-based learning opportunities. Even other video games, such as the popular "Minecraft," can help students become excited about learning, and engage them in real-world problem-solving skills and behaviors, as well as in stories that are meaningful and exciting. With problem-based curriculum designed to capitalize on creative writing and response, working within such environments can help students bridge the gap between literature, history, and other subjects and their own experiences. This article provides insight into how such activities can be adapted for the classroom, and provides suggestions for implementation and assessment. The following are appended: (1) Web Resources; (2) Common Core Standards Application; and (3) Sample Rubric.


Trekles, A.M. (2012). Creative Writing, Problem-Based Learning, and Game-Based Learning Principles. Presented at International Society for Technology in Education (ISTE) Conference 2012. Retrieved November 29, 2021 from .

This record was imported from ERIC on March 21, 2014. [Original Record]

ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.

Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.