Ultimately, games call on the pre-existing skill set
that millennials have at their disposal. They may not
know how to deftly navigate databases (and find good
stuff) or write a cohesive argument/ analysis when they
come to class on day one, but they have played, or
watched someone play, or seen a video of someone playing
video games on YouTube. It is with this idea in mind
that games function to put the student in the dual role
of readers and writers: the social network element of
interaction between people, interaction between ideas,
interaction between worlds, interaction between genres &
modes, and the interaction between reader/ writer and
symbols on “paper.”
Thus, I have found – and would argue – that game design
is sufficiently distinctive to make it a useful analog
for designing a writing course. What follows are a few
examples of how I have utilized game design concepts and
built the opportunities for
choice, collaboration and control into my classes. This section hopefully speaks to how
video/computer games currently used in the composition
classroom and
answers
how, once the design concepts are in place, games can
function as educational tools.
Case Study #1 ENGAGEMENT: ARG for
Introductory Freshman Composition
By far the most complex of my attempts, I incorporated
an Alternate Reality Game (ARG) into my freshman composition
course -- taught in conjunction with Early American
History -- in fall quarter 2007. An ARG is
an interactive narrative that uses the real world as a
platform, but utilizes cellular, internet and other
technology, to tell a story that is affected by the
ideas, actions and choices of the players.
This ARG was called “We, The People” and involved a
fictional history professor,
Dr. Penzance, at my institution. The
narrative indicated that she had gone to Jamestown for
the summer to engage in some of the historical
excavation that was indeed underway there. In the midst
of her work, she uncovered an artifact that could change
the course of American history. However, she was being
pursued by another archaeologist,
Mr. Katt, an art and antiquities
thief that wanted the artifact for his boss. In the
course of the story/ game, students received clues via
e-mails, text messages, Twitter, the
characters’ websites, and phone calls.
The purpose of the game was to involve
and invest students in the rhetorical strategies of the
primary documents of the historical period being
studied. In addition, source analysis was
incorporated via the characters of Dr. Penzance and Mr.
Katt, ie who was more credible and why should he or she
be supported.
Sadly, this game ended five weeks in due to
personal illness and
my inexperience with how quickly and ultimately the
players control the direction of the game. Having
learned my lesson, I will most certainly try again
because of the admittedly qualitative positive response I got
from students. One way to see this excitement is
via the
blog that they kept of
their theories and experiences.
Case Study #2 RIGOR: Video Game for Federal Way for
Writing from
Research
In fall of 2005, my Writing from Research class
undertook a project that had them working with the city
of Federal Way, Washington to create promotional
materials to help teach surface water quality concepts
to different sections of the city’s population. One
student group focused on elementary-aged students and
decided the best way to teach the concepts was by
designing a video game. They taught the lesson in two
classrooms, one based on lecture and one where students
were able to play the game. Statistically, the students
who played the game did better on an end-of-class quiz
about the water quality concepts.
In the game, the player was magically turned into a
salmon after polluting the surface water’s quality. As
the salmon, the player learned the error of his/her
ways. There were multiple stages that examined
contaminants, the water cycle, water processing in the
city, and other areas that fleshed out the importance of
the topic.
Neither the students nor myself had any formal game
design background, but we learned together and the
project was well-received by both the elementary
students who played and the city of Federal Way.
Case Study #3 ACHIEVEMENT: Star Rating System in Blackboard
I recently completed this
study at the end of winter
quarter 2008 and it is decidedly less labor
intensive than the previous two examples. With my
institution’s recent upgrade to Blackboard Version 7,
several new features were made available. One of the
most intriguing was the ability of the reader to rate
discussion board posts according to a 5 star scale. As
I was playing Super Mario Galaxy at the time, and
noted how the Mario Party series of games were
about accruing stars, I decided to incorporate a
competition to the discussion board posting grade
component. I presented a rubric for giving stars to
classmates
that elucidated key department and college-wide learning
outcomes.
For example, one
class concern was that
students could not give
stars to themselves as to inflate his/her individual
grade so that was something that was reflected on the
rubric.
At the end of the quarter, the student with
the most stars in the discussion forum won a modest gift
certificate to a national video game chain.
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