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

Press Start: Introductory Post on Gaming & Education Part 2

e51551_5ff0fd475e5b40f6b823e09264cf6e7bI previously provided a brief history, as it were, for my interest in implementing video games in the classroom along with some of the challenges educators face in attempting this task. I would now like to shift gears by going over the theories and principles that guided the teaching of my English 104 course and continue to inform my interests. Continue reading “Press Start: Introductory Post on Gaming & Education Part 2”

Press Start: Literacy, Comprehension, and Transfer

During the previous semester, I found “Video Games, Reading, and Transmedial Comprehension,” by Brock Dubbels and attended a colloquium event at my university that addressed how students’ might transfer their technology skills from outside school into the composition classroom. I would like to specifically discuss Dubbels’ reasoning for an after-school game club and how this got me thinking about the ways student literacy practices might inform college courses. Continue reading “Press Start: Literacy, Comprehension, and Transfer”