9780307887443In this essay, Gillian King-Cargile shares how Ready Player One is being used by Northern Illinois University’s STEM Read to explore STEM concepts and build computational thinking skills in students. Teens are participating in hands-on, game-based learning to dig deeper into Ernest Cline’s novel while challenging themselves to build a better reality.  

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The first time I read Ernest Cline’s Ready Player One, I was obsessed with it. What’s not to love about a book that wraps the classic hero’s journey into a futuristic tale of love, video games, and virtual reality? As soon as I finished, I wanted to flip right back to the first page and relive the ways the main character used his wits to solve puzzles, stop evil corporations, get the girl, and save the day. (more…)

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