Thursday, April 30, 2009

Reading Response: Gaming, Writing, and Teaching

I am very interested in the potential uses of gaming to teach writing. Of course, games can be used to teach narrative writing. Numerous games include strong narrative aspects, some pre-determined much like a movie or novel and others that are interactive and/or even created by the gamers. World of Warcraft, Everquest, and Fable are just a few examples.

Games' potential for teaching critical literacy is also readily apparent. Students could be encouraged to critically reflect on how they customize their avatars during their initial creation and gameplay, as well as the options provided by the game. For example, students could critically analyze how they choose to develop the avatar in Fable, how their choices are limited or influenced, etc.

Finally, I had not considered how games could directly teach writing, as in Moeller and White's, Bono's, and King's essays in the CCO gaming issue. Creating a game would be an excellent way to teach rhetorical literacy, as students would produce both a narrative and an electronic artifact.

1 comment:

Tim said...

I agree Eric, but how in the heck would you evaluate students who use a game for learning. Maybe some of the articles deal with this, but it would seem like a nightmare to me.