Convergence: Theory into Practice

Developing the Script: Putting the Emphasis on Pedagogy

Script development followed a traditional print-culture paradigm. Our process began with an in-house review of the manuscript followed by a formal peer review. Below is an excerpt from the minutes of a meeting which took place in the early stages of development; soon after Ryan had turned over a rough draft of the script. This snippet is part of a discussion about whether the lessons in the game were sufficiently framed.

Summary: More Direction for peer reviewers!

KDS: Many instructors give students a peer review assignment that directs them to look for particular things, such as transitions or evidence.

NC: The peer review assignment should be more prominent than the paper assignment. (JF and KDS agree.)

Kim White: We have already identified a writing problem in each paper. Could these writing problems be the starting place for these peer review assignments?

KDS, JF, and NC: Yes, but students need more direction, more specifics about what to look for.

Action: Include peer review assignments. (Peer review assignments can be gathered from classrooms and used as models.) Less emphasis on paper assignment.

JF: We need to figure out what we're teaching in this round (how to avoid defensiveness, how to ask open-ended questions, how to push a peer reviewer who has just said, “This is good. I like it,” how to identify comments that misdirect the writer).

We struggled to figure out how to frame these directives and came up with the “Message from the Instructor,” blurb that appears at the top of each paper and is different for each paper. This convention gave us a way to shape the conversation around specific issues that routinely come up in student writing and in peer review. During playtesting one of the better players noticed that the message from the instructor, if read carefully, helped her improve her score (Ryan will say more about this in the “Playtesting” section).

What is evident in this transcript, and in other meeting notes, is the degree to which we struggled with how much help to give students throughout the game. At one point, we thought about letting a player see a hint after each answer. Textbooks and tutorials lead students through the process step by step (see Figure 4 for an example of in-house movement toward giving hints and Figure 5 for evidence from external reviewers). As textbook publishers, our instinct was to push the game in this direction. Ryan, however, pushed back and taught us that games are not tutorials. (see the Game Factor for more on why games—which are characterized by interactivity, immersivity and immediacy—are different from tutorials).

RM: JF’s directive to, “Figure out what we are teaching,” was always on our minds. We tried to keep a clear focus on the larger lessons of peer review even as our thinking sometimes got tangled and bogged down by specifics. Peter Elbow’s (1973) advice to readers was helpful in this way. He advises readers to “never quarrel with someone else’s reaction,” and to “give specific reactions to specific parts,” and to “struggle to include more [reactions]” (pp. 94-95). We drafted best practices for peer review and used them as guidelines for each response.