ABSTRACT
This paper reports the
results of an inquiry into Electrate Dream
Interpretation (EDI), a first-year composition project that challenges students
to unearth epiphanies about themselves, their own voices, and society through video
game play, database management and data mining, as well as the modern
hermeneutic/therapeutic of Jungian dream interpretation. EDI was studied
because of its situation. It is situated within the framework of electracy (the "complement" and "supplement" to literacy)
("EGS," 2015). Thus, the project is reclassified from a "multimodal argument"
to the parity of an "avante garde
art practice" that necessarily cuts-up, mashes, smashes, and supplants
"critical thinking, reading, and writing" ("logocentrism")
while simultaneously improving that very skill-set for the sake of the Self's
own discoveries and the Collective's institutional obligations. EDI sheds light
on how technologies and individuals work dialectically to form identities in
the composition classroom. EDI works from the hypothesis that not only do
students have the capacity to become "individuals" as artists, as avatars, as
players playfully engaged in constructive self-discovery, individuation, and
expression, but also that students' learned wisdoms could teach us much about
pedagogical ailments. (The results of the study show that the hypothesis is, in
fact, generalizable.) (Moreover, this webtext finds that EDI serves as a valuable
example of how technologies and individualities work dialectically to form
identities.) (Therefore, this webtext recommends the project's implementation at
locations beyond the classrooms of Clemson University.)
About the Author: Kate Hanzalik is a Ph.D. candidate in Rhetorics,
Communication, and Information Design at Clemson University. Her research
includes writing program administration, digital humanities, and the ways in
which economics shapes the intellectual and material conditions of composition
classrooms. Her work has appeared in Itineration
and Journal of Writing in Creative
Practice. Her essay about the
ethics of video games is forthcoming in The
Good Life and the Greater Good in Global Contexts (Lexington Books, Jan. 2006).