6.4.14: Online Writing Instruction – A Pedagogy
of Play
In “A Pedagogy of Play: Integrating Computer Games into the
Writing Classroom,” Rebekah Colby argues for an instructional model in which computer
game theory informs writing pedagogy. She specifically champions World of
Warcraft (WoW) as the medium, and primarily advocates its use due to its “emergent”
versus “progression” learning. She argues that, in using WoW throughout the
term, her students were motivated through active participation, composed rhetorically-focused
writing projects that were informed by their gameplay, and that their writing
was circulated throughout a diverse, multi-cultural, online audience.
Colby presents a laudable amount of contemporary research in
gaming, writing, and pedagogical theory, as well as two student examples, in
support of her model. She also touches upon notions of space – classroom space vs.
gamespace – and the oft-held (mis)perception that they are binary opposites. Her
stance is that both gamespace and class-space are similar spaces in which
learning can occur, and she highlights that they are both in fact similarly “restricted,
closed, protected universes.” With a very brief socio-cultural history of
workspaces versus leisure and/or play spaces, she begins to make a really interesting
and novel argument here. Though, intriguing as it is, the length/topic of this
particular essay was insufficient to thoroughly address this aspect of her
rationale and it could indeed have been an essay in of itself.
Using real life examples of WoW pedagogy in action, Colby shares how one of her students
created a strategy guide for one
of the in-game professions, while another, less experienced, student created a proposal
for a Twitter-like website that could track what certain players are up to in a
game guild (10). Ultimately, Colby’s pedagogy of play appears to support a
model of composition in which rhetorical traditions, planning, inquiry,
audience, purpose, and research methodologies are all utilized. Her students have
the ability to design forums, blogs, websites, and various gamespace guides”
(6), in addition to composing reflective works and creating writing that has
direct engagement with a large, diverse community outside of the classroom. The
collaborative and open-source nature of some of the students’ writing is yet another
boon to WoW pedagogy.
Colby’s essay
was both compelling and enjoyable. I personally support gaming in education and
certainly appreciate the value of this model. As mentioned above, though, I
would have enjoyed hearing more on her spatial debate between work/game spaces.
Additionally, there are a few other obstacles that may arise with this model,
among them: students not having access to WoW, students who don’t understand
the gaming environment enough in order to have an enjoyable experience, student
frustrations with the medium, and of course, students who simply may not be
interested in RPGs or any type of gaming (I suppose they exist!). Lastly, I
would have liked to have seen the actual works that her students created and study
what these compositions looked like and/or view the different stages of their
work. This inclusion would have not only been interesting, but would have lent
even greater credence to her argument.
Shultz Colby, Rebekah. "A Pedagogy of Play: Integrating Computer Games into the Writing Classroom." Computers and Composition 25. Reading Games: Composition, Literacy, and Video Gaming (2008): 300-312. ScienceDirect. Web. 3 June 2014.
Hello Margie -
ReplyDeleteGamification of composition classrooms is an interesting topic to me. I agree with your assessment that WoW may not be the best game to utilize in the classroom. My understanding is that WoW requires an annual subscription in order to play the game; therefore, there may be a financial gap. In addition, the Twitter and blog assignments are interesting, but does it fit into the topics that we are required to teach our students like research paper, compare and contrast, persuasive, informative etc.