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

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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”

Press Start: Minecraft in the College Composition Classroom

e51551_bc6eeb0593d54900a99dd14c57806cc2Minecraft is a game that has received a lot of attention for its use as an educational tool. The game has mostly been used in K-12 classrooms, but there are many possibilities for its application in higher education.

Minecraft is an open-world sandbox video game where players explore, craft, gather resources, build, and survive in a natural setting. The game includes minimal elements of combat and has a rating of “Everyone 10+” by the ESRB (the Entertainment Software Rating Board). Since the game has no direct goal, and players may choose to play in a variety of ways, I view Minecraft as an ideal choice for integrating into a writing class. Continue reading “Press Start: Minecraft in the College Composition Classroom”

What We Play and Study: “Good” Games & Education

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Today I’m going to talk about the use of the word good, specifically when referring to video games. One trend I have noticed during my time studying video games and reading various texts regarding Game Studies and games in education is the use of good as a qualifier. Sometimes the term is a bit too exclusive, but I’m getting ahead of myself. Continue reading “What We Play and Study: “Good” Games & Education”