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Paired Passage ECR Text Set - VIDEO GAMES English I-II

The document is a resource for educators created by Brittaney McKay, focusing on the benefits and drawbacks of video games in relation to cognitive skills, education, social connections, and mental health. It includes paired passages that present contrasting views on gaming, encouraging critical thinking and analysis. The resource also offers free graphic organizers and emphasizes the importance of moderation in gaming.

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david.mcnally
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
72 views21 pages

Paired Passage ECR Text Set - VIDEO GAMES English I-II

The document is a resource for educators created by Brittaney McKay, focusing on the benefits and drawbacks of video games in relation to cognitive skills, education, social connections, and mental health. It includes paired passages that present contrasting views on gaming, encouraging critical thinking and analysis. The resource also offers free graphic organizers and emphasizes the importance of moderation in gaming.

Uploaded by

david.mcnally
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Thank you for your purchase!

My
name is Brittaney McKay, and it is my
true passion to develop solutions that
bring engagement and make
thinking visible in ELA classrooms. I
hope this resource makes your job a
little easier and brings the support
your students need. Reach out if you
have any questions, and I always

thyo
ank
love seeing student work!

u!
WANT FREE AND ENGAGING RESOURCES?

visit my website
www.inbetweenthelattes.com
Visit for 30 FREE skills-based
graphic organizers to use with
any text! Graphic organizers for
summary, inference, author’s
purpose, text evidence, context
clues, main idea + supporting
details, and much more!
BOOT CAMP

PAIRED PASSAGE ECR


video games
IN BETWEEN THE LATTES, LLC

copyright
This product was created by Brittaney McKay @ In Between the Lattes. This work is
not to be copied, resold, or distributed. If you wish to share this with your
colleagues or department, please purchase multiple licenses. Thank you for
understanding and for protecting my work.
ARE VIDEO
GAMES A
WASTE OF
R A - R A - B !
TIME?
P A I R E D P A S S A G E S T R A T E G Y

RA
Read only the first passage (skip
the second passage) and
answer only the questions for
that first passage.

RA
Then, read the second passage
and answer only the questions
for that second passage.

B!
Now, answer the paired passage
questions over BOTH PASSAGES.
ARTICLE #1
No, Gaming Is Not
a Waste of Time
In a world where the phrase "video game" often conjures images of isolated teens glued to their screens in dark rooms,
it's easy to dismiss gaming as a mere waste of time. However, this perspective overlooks the substantial body of research
and countless examples that demonstrate the significant benefits and value video games can bring to players' lives. From
enhancing cognitive skills to fostering social connections and even paving the way for educational and career
opportunities, video games have much more to offer than meets the eye.

Boosting Brain Power – One of the most compelling arguments in favor of video games is their ability to improve various
cognitive skills. According to a study published in the American Journal of Play, playing action video games can enhance
spatial navigation, reasoning, memory, and perception. This is particularly evident in games that require players to
navigate complex environments, solve puzzles, and react quickly to changing situations. For example, Portal 2, a puzzle-
platform game, challenges players to solve spatial puzzles using a portal gun to teleport between spaces. Players must
think creatively and plan their moves in advance, which can lead to improved problem-solving skills and flexibility in
thinking.

Educational Value – Video games also have significant educational potential. Educational games like DragonBox, which
teaches math concepts, and Duolingo, which offers language learning through gamified lessons, have proven effective at
making learning more engaging and accessible. These games use the principles of active engagement, immediate
feedback, and incremental progress to create a learning environment that is both effective and enjoyable. Furthermore,
simulation games like SimCity or Civilization can provide players with a deeper understanding of city planning, resource
management, and historical events, all while honing their strategic thinking and planning skills.

Social Connections – Contrary to the stereotype of the lonely gamer, video games can be a powerful tool for fostering
social connections. Multiplayer games, whether online or in-person, require communication, teamwork, and cooperation.
Games like Fortnite and League of Legends have vast online communities where players collaborate, compete, and
connect with others from around the world. This can be particularly valuable for individuals who have difficulty forming
connections in other aspects of their lives, providing a sense of belonging and a virtual social network.

Career and Skills Development – Gaming can also offer a pathway to career opportunities and skill development relevant
to today's job market. Many games involve complex problem-solving, leadership, and strategic planning, which are
valuable skills in any career. The esports industry, for example, has grown exponentially, offering opportunities not just
for professional gamers but also in related fields such as game design, marketing, event management, and broadcasting.
Moreover, the collaborative and competitive aspects of gaming can enhance skills like teamwork, communication, and
the ability to work under pressure, which are highly sought after in the workforce.

Mental Health Benefits – Finally, video games can have positive effects on mental health. They can serve as a form of
stress relief, allowing players to unwind and escape from the pressures of daily life. Certain games are designed with
relaxation in mind, such as Animal Crossing: New Horizons, which provides a peaceful virtual environment for players to
explore at their own pace. Additionally, video games can help individuals cope with anxiety and depression by providing a
sense of achievement, escapism, and even a platform for social interaction.

Far from being a waste of time, video games offer a multitude of benefits that can enhance cognitive abilities, provide
educational value, foster social connections, lead to career opportunities, and support mental health. As with any activity,
moderation is key, and it's important to maintain a balanced lifestyle. However, dismissing gaming outright ignores the
potential it has to be a positive force in players' lives. By understanding and embracing the value of video games, we can
leverage their potential to enrich our lives and the lives of others.
ARTICLE #1
No, Gaming Is Not
a Waste of Time
1. What is the author's main claim in this article?
A) Video games can enhance players' social skills.
B) Video games are a waste of time and offer no real benefits.
C) Video games offer significant benefits, including enhancing cognitive skills, educational value,
fostering social connections, leading to career opportunities, and supporting mental health.
D) Video games are primarily for children and teenagers.

2. What is one way the author supports their claim?


A) By stating that all video games lead to improved physical health.
B) By discussing the negative impacts of video games on society.
C) By citing a study published in the American Journal of Play that shows playing action video games
can enhance spatial navigation, reasoning, memory, and perception.
D) By arguing that video games have no educational value.

3. Who is the author most likely addressing in the selection?


A) Professional video gamers exclusively.
B) Skeptics of video gaming, including parents, educators, and policymakers.
C) Children under the age of 12.
D) Video game developers only.

4. How does the organization of the selection contribute to the author’s purpose?
A) By focusing solely on the negative aspects of video gaming without providing any positive
perspectives.
B) By providing a random list of video games without explaining their benefits.
C) By systematically addressing different areas of benefit associated with video gaming—cognitive,
educational, social, career, and mental health—thereby building a comprehensive argument.
D) By discussing only the mental health benefits of video gaming, ignoring other potential benefits.
ARTICLE #2
The Hidden Cost
of Gaming
While video games are often celebrated for their potential to enhance cognitive skills, provide educational
value, and foster social connections, there is a growing body of research that highlights the downsides of
excessive gaming. This article delves into the less-discussed aspects of video game use, focusing on the
potential for addiction, negative impacts on physical health, social isolation, and the distraction from
academic and personal responsibilities. By examining these concerns, we aim to provide a balanced
perspective on the role of video games in our lives.

Video game addiction has emerged as a significant concern, with the World Health Organization officially
recognizing "Gaming Disorder" as a mental health condition in 2018. Symptoms include impaired control over
gaming, increasing priority given to gaming over other activities, and continuation or escalation of gaming
despite negative consequences. Games designed with highly engaging and rewarding mechanisms, such as
loot boxes in Fortnite or the leveling system in World of Warcraft, can be particularly addictive. These features
can lead to prolonged gaming sessions, disrupting sleep patterns, and neglecting real-life responsibilities.

Excessive gaming can lead to a variety of physical health problems. Prolonged periods of inactivity are
associated with obesity, musculoskeletal issues, and repetitive strain injuries like carpal tunnel syndrome.
Additionally, the intense focus required by many games can result in eye strain and headaches. A study
published in the Journal of Pediatrics found that children who spent more than two hours per day playing
video games were significantly more likely to experience health issues related to physical fitness and obesity.

While online gaming communities offer opportunities for social interaction, excessive gaming can lead to
social isolation in the physical world. Gamers may prioritize their virtual connections and achievements over
spending time with family and friends or engaging in real-life social activities. This isolation can be particularly
detrimental during formative years, affecting the development of social skills and leading to feelings of
loneliness and depression. A survey conducted by the Center for Internet and Technology Addiction
highlighted that heavy gamers often report feeling socially isolated and prefer virtual over real-world
interactions.

One of the most tangible downsides of excessive gaming is its impact on academic performance and work
responsibilities. Time spent gaming is time not spent on homework, studying, or engaging in educational
activities. The instant gratification and fast-paced nature of video games can also make the slower rewards of
academic effort seem less appealing. Research from the Journal of Educational Psychology indicates that
students who game heavily have lower academic achievement on average, compared to their peers who
game moderately or not at all.

While video games can offer entertainment and even certain benefits, it's crucial to recognize the potential
downsides of excessive gaming. Addiction, physical health issues, social isolation, and negative impacts on
academics and work are real concerns that merit attention. Moderation is key, as is finding a healthy balance
between the virtual and real world. By understanding and addressing these challenges, individuals can enjoy
gaming as a part of a well-rounded and fulfilling life.
ARTICLE #2
The Hidden Cost
of Gaming
1. What is the author's main claim in this article?
A) Video games have no negative impacts on players.
B) Excessive gaming can lead to addiction, physical health problems, social isolation, and negative
impacts on academics and work.
C) All video games are beneficial for cognitive development.
D) Physical activities should be replaced with video gaming for better health.

2. What is one way the author supports their claim?


A) By denying the existence of any studies linking video games to negative outcomes.
B) By mentioning that video games are the leading cause of physical fitness in children.
C) By discussing the recognition of "Gaming Disorder" by the World Health Organization as a mental
health condition.
D) By stating that social isolation is a myth and that gamers are the most socially active individuals.

3. Who is the author most likely addressing in the selection?


A) Only professional video gamers.
B) Parents who encourage their children to play video games.
C) Both critics and defenders of video gaming, aiming to inform a general audience about the
potential negative impacts of excessive gaming.
D) Individuals who have never played video games before.

4. How does the organization of the selection contribute to the author’s purpose?
A) By focusing only on the positive aspects of video gaming, ignoring any potential downsides.
B) By methodically presenting the negative consequences of excessive gaming
C) By presenting an unstructured list of unrelated gaming facts.
D) By arguing that video games should be banned altogether.
ARTICLE
PAIRED PASSAGE
QUESTIONS
1. What is one way that the authors of BOTH selections support their claims?
A) By sharing personal anecdotes about their own gaming experiences.
B) By ignoring contradictory evidence to their claims.
C) By citing specific studies and research.
D) By using hypothetical scenarios to illustrate their points.

2. How are the ideas about the time spent playing video games in the selections DIFFERENT?
A) The first article encourages unlimited gaming, while the second suggests complete abstinence.
B) The first article highlights the benefits of moderate gaming, while the second warns against the
dangers of excessive gaming.
C) Both articles advocate for playing video games for more than five hours a day.
D) Both articles suggest that time spent on video games has no impact on individuals.

3. Which messages do BOTH selections share?


A) Video games should be banned due to their negative impacts.
B) All video games are inherently beneficial and should be played as much as possible.
C) Understanding the impact of video games requires a nuanced approach, acknowledging both
potential benefits and risks.
D) Video games have no real impact on the player's life and are purely for entertainment.
ARE VIDEO
GAMES A
WASTE OF
P A I R E D P A S S A G E
TIME?
E C R A R G U M E N T A N A L Y S I S

ARTICLE #1: ARTICLE #2:

AUTHOR’S MAIN CLAIM AUTHOR’S MAIN CLAIM

SUPPORT #1 SUPPORT #2 SUPPORT #1 SUPPORT #2

TEXT EVIDENCE TEXT EVIDENCE TEXT EVIDENCE TEXT EVIDENCE

COUNTERARGUMENT ADDRESSED COUNTERARGUMENT ADDRESSED


ARE VIDEO
GAMES A
WASTE OF
P A I R E D
TIME?
P A S S A G E Q U E S T I O N S

QUESTION ARTICLE #1 ARTICLE #2

What is one way the author


supports their claim?

Who is the author most likely


addressing in the selection?

How does the organization of


the selection contribute to the
author’s purpose?

PAIRED PASSAGE QUESTIONS

What is one way that the


authors of BOTH selections
support their claims?

How are the ideas about the


time spent playing video
games in the selections
DIFFERENT?

Which messages do BOTH


selections share?
ARE VIDEO
GAMES A
WASTE OF
P A I R E D
TIME?
P A S S A G E C O M P A R I S O N

ARTICLE #1 ARTICLE #2

Which article had the stronger argument? Explain why.


ARE VIDEO
GAMES A
WASTE OF
E X T E N D E D
TIME?
C O N S T R U C T E D R E S P O N S E P R O M P T

Read the selections “No, Gaming Is Not a Waste of Time” and “The Hidden Cost
of Gaming.” Based on the information in the selections, write a response to the
following:

Explain your opinion about why people should or should not spend their time
playing video games.

Write a well-organized argumentative essay that uses specific evidence from the
selections to support your answer.

Remember to —
• clearly state your controlling idea
• organize your writing
• develop your ideas in detail
• use evidence from the selection in your response
• use correct spelling, capitalization, punctuation, and grammar

Manage your time carefully so that you can —


• review the selection
• plan your response
• write your response
• revise and edit your response

Write your response in the box provided.


ARE VIDEO
GAMES A
WASTE OF
E X T E N D E D
TIME?
C O N S T R U C T E D R E S P O N S E P R O M P T

Read the selections “No, Gaming Is Not a Waste of Time” and “The Hidden Cost
of Gaming.” Based on the information in the selections, write a response to the
following:

Explain your opinion about why people should or should not spend their time
playing video games.

Write a well-organized argumentative essay that uses specific evidence from the
selections to support your answer.

Turn the prompt into a question (not a yes, no, or one-word answer):

Brainstorm:
Brainstorm the Evidence Brainstorm Your Reasons
(copy text evidence from the passage) (list possible answers that connect to evidence)

1.

2.

3.

4.

5.

Controlling Idea/Thesis (Answer the Question Asked):


ARE VIDEO
GAMES A
WASTE OF
E X T E N D E D
TIME?
C O N S T R U C T E D R E S P O N S E P L A N

CONTROLLING IDEA/THESIS

REASON #1 REASON #2

TEXT EVIDENCE TEXT EVIDENCE

CONCLUSION
ECR PLANNING PAGE
A R G U M E N T A T I V E / O P I N I O N W R I T I N G

INTRODUCTION
Hook: (2 sentences)

Controlling idea/thesis: (1 sentence)

BODY PARAGRAPH #1
Topic Sentence: (1 sentence)

Evidence: Direct quote (1-2 sentences)

Argument: (2+ sentences)

BODY PARAGRAPH #2
Topic Sentence: (1 sentence)

Evidence: Direct quote (1-2 sentences)

Argument: (2+ sentences)

CONCLUSION
Tie-it-Together (a transition sentence that wraps everything up):

Echo: Key insight from this analysis (1-2 sentences)


PAIRED PASSAGE ECR
artificialintelligence
IN BETWEEN THE LATTES, LLC

TEACHER KEY
general suggested responses; answers will vary

copyright
This product was created by Brittaney McKay @ In Between the Lattes. This work is
not to be copied, resold, or distributed. If you wish to share this with your
colleagues or department, please purchase multiple licenses. Thank you for
understanding and for protecting my work.
ARTICLE #1
No, Gaming Is Not
a Waste of Time
1. What is the author's main claim in this article?
A) Video games can enhance players' social skills.
B) Video games are a waste of time and offer no real benefits.
C) Video games offer significant benefits, including enhancing cognitive skills, educational value,
fostering social connections, leading to career opportunities, and supporting mental health.
D) Video games are primarily for children and teenagers.

2. What is one way the author supports their claim?


A) By stating that all video games lead to improved physical health.
B) By discussing the negative impacts of video games on society.
C) By citing a study published in the American Journal of Play that shows playing action video games
can enhance spatial navigation, reasoning, memory, and perception.
D) By arguing that video games have no educational value.

3. Who is the author most likely addressing in the selection?


A) Professional video gamers exclusively.
B) Skeptics of video gaming, including parents, educators, and policymakers.
C) Children under the age of 12.
D) Video game developers only.

4. How does the organization of the selection contribute to the author’s purpose?
A) By focusing solely on the negative aspects of video gaming without providing any positive
perspectives.
B) By providing a random list of video games without explaining their benefits.
C) By systematically addressing different areas of benefit associated with video gaming—cognitive,
educational, social, career, and mental health—thereby building a comprehensive argument.
D) By discussing only the mental health benefits of video gaming, ignoring other potential benefits.

Answer Key
1.C) Video games offer significant benefits, including enhancing cognitive skills, educational value, fostering
social connections, leading to career opportunities, and supporting mental health.
2.C) By citing a study published in the American Journal of Play that shows playing action video games can
enhance spatial navigation, reasoning, memory, and perception.
3.B) Skeptics of video gaming, including parents, educators, and policymakers.
4.C) By systematically addressing different areas of benefit associated with video gaming—cognitive,
educational, social, career, and mental health—thereby building a comprehensive argument.
ARTICLE #2
The Hidden Cost
of Gaming
1. What is the author's main claim in this article?
A) Video games have no negative impacts on players.
B) Excessive gaming can lead to addiction, physical health problems, social isolation, and negative
impacts on academics and work.
C) All video games are beneficial for cognitive development.
D) Physical activities should be replaced with video gaming for better health.

2. What is one way the author supports their claim?


A) By denying the existence of any studies linking video games to negative outcomes.
B) By mentioning that video games are the leading cause of physical fitness in children.
C) By discussing the recognition of "Gaming Disorder" by the World Health Organization as a mental
health condition.
D) By stating that social isolation is a myth and that gamers are the most socially active individuals.

3. Who is the author most likely addressing in the selection?


A) Only professional video gamers.
B) Parents who encourage their children to play video games.
C) Both critics and defenders of video gaming, aiming to inform a general audience about the
potential negative impacts of excessive gaming.
D) Individuals who have never played video games before.

4. How does the organization of the selection contribute to the author’s purpose?
A) By focusing only on the positive aspects of video gaming, ignoring any potential downsides.
B) By methodically presenting the negative consequences of excessive gaming
C) By presenting an unstructured list of unrelated gaming facts.
D) By arguing that video games should be banned altogether.

Answer Key
1.B) Excessive gaming can lead to addiction, physical health problems, social isolation, and negative impacts
on academics and work.
2.C) By discussing the recognition of "Gaming Disorder" by the World Health Organization as a mental
health condition.
3.C) Both critics and defenders of video gaming, aiming to inform a general audience about the potential
negative impacts of excessive gaming.
4.B) By methodically presenting the negative consequences of excessive gaming
ARTICLE
PAIRED PASSAGE
QUESTIONS
1. What is one way that the authors of BOTH selections support their claims?
A) By sharing personal anecdotes about their own gaming experiences.
B) By ignoring contradictory evidence to their claims.
C) By citing specific studies and research.
D) By using hypothetical scenarios to illustrate their points.

2. How are the ideas about the time spent playing video games in the selections DIFFERENT?
A) The first article encourages unlimited gaming, while the second suggests complete abstinence.
B) The first article highlights the benefits of moderate gaming, while the second warns against the
dangers of excessive gaming.
C) Both articles advocate for playing video games for more than five hours a day.
D) Both articles suggest that time spent on video games has no impact on individuals.

3. Which messages do BOTH selections share?


A) Video games should be banned due to their negative impacts.
B) All video games are inherently beneficial and should be played as much as possible.
C) Understanding the impact of video games requires a nuanced approach, acknowledging both
potential benefits and risks.
D) Video games have no real impact on the player's life and are purely for entertainment.

Answer Key
1.C) By citing specific studies and research.
2.B) The first article highlights the benefits of moderate gaming, while the second warns against the dangers
of excessive gaming.
3.C) Understanding the impact of video games requires a nuanced approach, acknowledging both potential
benefits and risks.
ARE VIDEO
GAMES A
WASTE OF
P A I R E D P A S S A G E
TIME?
E C R A R G U M E N T A N A L Y S I S

ARTICLE #1: ARTICLE #2:

AUTHOR’S MAIN CLAIM AUTHOR’S MAIN CLAIM


The author's main claim in the article is that video The author's main claim in this article is that
games are not a waste of time, offering significant excessive gaming can lead to addiction,
benefits like enhancing cognitive skills, providing physical health problems, social isolation, and
educational value, fostering social connections, negative impacts on academics and work.
leading to career opportunities, and supporting
mental health.

SUPPORT #1 SUPPORT #2 SUPPORT #1 SUPPORT #2


Highlighting Supporting the risk of Supporting physical
Supporting cognitive skill
educational potential addiction health concerns
improvement

TEXT EVIDENCE TEXT EVIDENCE TEXT EVIDENCE TEXT EVIDENCE


"The World Health "A study published in the
"According to a study "Educational games like
Organization officially Journal of Pediatrics
published in the DragonBox, which
recognizing 'Gaming found that children who
American Journal of teaches math concepts,
Disorder' as a mental spent more than two
Play, playing action and Duolingo, which
health condition in hours per day playing
video games can offers language learning
2018." video games were
enhance spatial through gamified
navigation, reasoning, lessons, have proven significantly more likely to
memory, and effective at making experience health issues
perception." learning more engaging related to physical fitness
and accessible." and obesity."

COUNTERARGUMENT ADDRESSED COUNTERARGUMENT ADDRESSED


The counterargument addressed in the article The counterargument addressed in this article
is the stereotypical view that video games are is the perspective that video games offer
merely a waste of time with no real benefits. significant benefits, such as enhancing
cognitive skills, educational value, and
fostering social connections.
ARE VIDEO
GAMES A
WASTE OF
P A I R E D
TIME?
P A S S A G E Q U E S T I O N S

QUESTION ARTICLE #1 ARTICLE #2


One way the author supports their claim
One way the author supports their claim
is by citing specific examples and
is by citing specific research and studies,
What is one way the author studies, such as the study published in
such as the World Health Organization's
supports their claim? the American Journal of Play that
recognition of Gaming Disorder and the
demonstrates cognitive benefits from
study from the Journal of Pediatrics.
playing video games.

The author is most likely addressing The author is most likely addressing both
skeptics of video gaming, including critics and defenders of video gaming,
Who is the author most likely parents, educators, and policymakers, aiming to inform a general audience
addressing in the selection? who may view gaming as unproductive about the potential negative impacts of
or harmful. excessive gaming.

The organization of the selection


The organization of the selection
contributes to the author's purpose by
How does the organization of contributes to the author's purpose by
methodically presenting the negative
systematically addressing different areas
the selection contribute to the of benefit associated with video
consequences of excessive gaming—
addiction, physical health, social
author’s purpose? gaming—cognitive, educational, social,
isolation, and impacts on academics
career, and mental health.
and work.

PAIRED PASSAGE QUESTIONS


What is one way that the Both authors support their claims by citing specific studies and research, such as the
authors of BOTH selections study published in the American Journal of Play in the first article and the recognition
of "Gaming Disorder" by the World Health Organization in the second article.
support their claims?

How are the ideas about the


The first article suggests that gaming, in moderation, can offer significant cognitive,
time spent playing video educational, and social benefits, while the second article emphasizes the negative
games in the selections consequences of excessive gaming, such as health issues and social isolation.
DIFFERENT?

Both selections share the message that understanding the impact of video games—
Which messages do BOTH positive or negative—requires a nuanced approach, acknowledging the potential
selections share? benefits while also recognizing the risks of excessive use.

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