Four years ago, I began teaching
in a new instructional program at Highline Community
College in Des Moines, Washington. Prior to that, I was
more than a little burned out and needing a new
challenge. Too many times had I stood in front of the
classroom, had seen the bored stares and the glazed
looks and the blaring earbuds and buried heads in
laptops…and if I am being honest, I was bored by the
“same old, same old,” too. Since composition courses – “stale
cake,” to use a metaphor from Michael Joyce – are the
gateway to what the college or university has to offer,
I knew that I was undoubtedly in trouble. How could I sell my own
product if I couldn’t stomach it, either?
Fortunately, my administrators had thrown down the
gauntlet with this new program: within the context of
existing college course outcomes and requirements,
experiment and create classes that would reach–and,
more importantly, engage–a dual-enrollment (ages 15 to
18) audience. This age range constitutes the
millennial generation, or the group of children born in
1985 and later–also known as the gamer generation
(Beck & Wade).
This shift reinforced what I had
suspected, that, as Charles Deemer noted in his 1967
article “English Composition as a Happening,” “[f]or
better or worse, our educational system is undeniably
rigid. Not even the university is free from its
demands. The English Composition course, as we
should expect, is the rigid child of a rigid parent. It
is, after all, taught in a classroom, a medium (in its
present form) Marshall McLuhan would call ‘hot’ and of
‘low participation.’" Despite tradition, students
resisted critical engagement because they had been
trained in the ways of hot/ low participation. What I
needed to develop as a part of this “early college”
experiment was a cold/ high participation model that
more closely mimicked their daily lives.
In a recent issue of Wired magazine, Rex Sorgatz argues
that “we’ve gone from games representing life to
becoming life” (39). Such games have become
pervasive, and have done so by playing off the
seemingly-basest of human instincts: competition in its
varied forms (setting records, prize winning, etc). One
way this “gaming mentality” can be seen is in how other
technology shows these same competitive desires: having
the most Amazon book reviews, striving for top ranks for
MySpace friends or achieving a higher blog rating on
Technorati (Sorgatz 40). “How did we end up with a world we
play like a game?” (40) Sorgatz queries. But I would
argue this is the wrong question, most especially if the
world has already changed as Sorgatz admits. The real
question is how might this mindset be utilized in more
than just the user’s spare time? Certainly elements of
gameplay–and more specifically, game design–can be
seen in workplace tools, as “[d]esktop editing apps let
us manage our data, but they also let us manipulate it”
(Sorgatz 40; see also Carr). These types of modifications have
been seen for years in “entertainment” video games and
their design. Games continue to be designed to
facilitate user choice, interaction and control. From
platform to even Alternate Reality Games (ARGs), games
are now designed to engage the user far more than
Pong ever did. And if the games have truly become
life as Sorgatz asserts (I happen to agree), then how
should instructors, specifically in the composition
classroom, be applying these concepts?
This view of games and games-as-learning "as activities that are most powerful
when they are personally meaningful, experiential,
social, and epistemological all at the same time"
(Williamson Shaffer, Squire, Halverson and Gee) is
essential for the instructor to recognize.
One way that I attempted to infuse this notion of
experience was to talk to students about what they found
interesting and entertaining, what was working and what
was not working in the class, and how they might design
a writing class. Course design became like a video game to me, an
attempt to adapt what students were already doing
outside of class into their coursework – and to “win” by
engaging them. That, of course, doesn’t seem all that
ground-breaking or new. But what I discovered was more
than a simple incorporation of their interests–in this
specific case, video games–into my composition
classroom. I began to design my course as if it was
a video game. As technology and “new” media have
developed and opened opportunities for cooperative play,
online community building and experience design, I saw–but more importantly felt–that lack in my own
classroom.
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