Inventing Narratives as Gaming Practice

Video games provide space for the imagination When I was a teenager, I played a ton of Rollercoaster Tycoon. I was a theme park manager in charge of a slew of parks. It was my responsibility to keep the books in the green lest the stakeholders got antsy. This required planning for the future, considering the park’s design, and managing the experiences of my guests. … Continue reading Inventing Narratives as Gaming Practice

Press Start: Reflecting on My Teaching and Looking Ahead

In 2017, I wrote my first post in the “Press Start” series. The series highlights ways gaming can be incorporated into college-level writing classes. Since that first post, I’ve grown a lot in general and as an educator. I’ve been teaching rhetoric/composition courses for nine years and much has changed, including how I use video games and other media in the classroom. When I started … Continue reading Press Start: Reflecting on My Teaching and Looking Ahead

Press Start: Bringing AAA Games into the Classroom

One of the greatest challenges of using video games in the college classroom is one of access. Games and the technology required to play them can be expensive, but issues of access go beyond the financial. What if some of my students don’t play games? What if Student A is only familiar with PC gaming but Student B only ever touches a keyboard with reluctance? … Continue reading Press Start: Bringing AAA Games into the Classroom

Thoughts: Fall Course Prep

Now that I have some certainty of what I will be teaching this fall, I’m trying to sort through how I might shape those courses. What follows is my attempt to organize some thoughts through writing. Admittedly, this is mostly for myself, and isn’t the most entertaining bit I’ve written, but I thought I would share what I’m thinking for anyone who might be interested … Continue reading Thoughts: Fall Course Prep

Indie Spot! | Emily is Away Too

Emily is Away Too (2017) is a celebratory return to the early 2000s and a walk through that tumultuous period when teenagers are expected to transition into adulthood. This indie project, developed by Kyle Seeley, is best described as a visual novel that occurs in the context of an instant messenger, EOL. Oh yeah, and there’s Facenook and YouToob too. 😉 Full disclosure, I have not played … Continue reading Indie Spot! | Emily is Away Too

Thoughts on James Paul Gee’s Work

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…human intelligence and creativity, today more than ever, are tied to connecting—synchronizing—people, tools, texts, digital and social media, virtual spaces, and real spaces in the right ways, in ways that make us Minds and not just minds, but also better people in a better world.

― James Paul Gee, The Anti-Education Era: Creating Smarter Students through Digital Learning

For this post, I’m going to meander my way through some of James Paul Gee’s ideas on video games and education. I met Gee this past week, and I’m excited to share some thoughts on why I think Gee’s work is important. Continue reading “Thoughts on James Paul Gee’s Work”