Building the Labyrinth:
Adapting Video Game Design Concepts for Writing Course Design


Craig McKenney, Highline Community College

 

 

 
“Writing unfolds like a game (jeu) that invariably goes beyond its own rules and transgresses its limits.”
- Michel Foucault, What Is an Author?

 


 

Engagement

Deemer writes that education [is] an experience […] involving both student and ‘teacher’ (a flagrant misnomer), an experience unrealized in the present fragmentation of the classroom unexperience […]."  Beck and Wade note that games are designed to “absorb all of the player’s attention” (63) in a carefully constructed, user-controlled experience – especially lest no one buy the game.   I know that students feel that the academy is notorious for ignoring their needs or their role as audience for classes.  Should students continue to feel this way, what might the impact on enrollment be?  It is better to engage and immerse the student lest we find out. 

It is imperative to immerse the student in the writing experience, whether he/ she considers himself a writer or not.   Engagement comes through choice and control (via the labyrinth structure), something that can easily be modeled in and adapted for the writing classroom.  Furthermore, tapping into the information and visual literacy skills of these students invites them to participate in the dialogue that might seem inaccessible to them.  Recognition of these multiple literacies/learning styles invites them to participate and allows them to engage the subject.

 

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