2014
DOI: 10.1016/j.compcom.2013.12.003
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Writing and Assessing Procedural Rhetoric in Student-produced Video Games

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Cited by 19 publications
(9 citation statements)
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“…Moreover, the concept of a digital video-based learning environment can have a stronger effect than traditional face-to-face settings (Prilop et al, 2020). This is in line with (Colby, 2014) research which concludes that adding video games to writing courses opens up wider possibilities for considering how multimodal texts communicate rhetorically, in particular how the rules and game systems-procedures-offer additional modes of communication that engage writers to more actively considering how readers may interact with work. So, video can be judged to be the right medium for online learning activities.…”
Section: Finding and Discussionsupporting
confidence: 64%
“…Moreover, the concept of a digital video-based learning environment can have a stronger effect than traditional face-to-face settings (Prilop et al, 2020). This is in line with (Colby, 2014) research which concludes that adding video games to writing courses opens up wider possibilities for considering how multimodal texts communicate rhetorically, in particular how the rules and game systems-procedures-offer additional modes of communication that engage writers to more actively considering how readers may interact with work. So, video can be judged to be the right medium for online learning activities.…”
Section: Finding and Discussionsupporting
confidence: 64%
“…The learning goals for the game-making exercise at hand were to a) understand how playful communication strategies are developed in a 'dialogue' with the tools and materials used; b), to explore the notion of bricolage in research (Antonijevic and Cahoy 2018); and c), to 'translate' a shared personal experience into an in-game persona. Procedural rhetoric in selected student games was evaluated (Colby 2014) based on the prototypes and corresponding reflection notes to identify patterns in the use and transformation of learner personas throughout the process. The student games covered a broad range of topics from the ecological footprint of tourism and 'fast fashion', and issues of inequality (e.g.…”
Section: Scenario C: Experimenting With Learner Personas Through Gamementioning
confidence: 99%
“…Using video games to reapproach technical writing as a creative process requires instructors to reframe their assessment methods. Colby (2014) argues that game-based writing projects should include opportunities for students to clarify the logic used when creating interactive experiences for others. Emphasizing the rationale underlying key design choices can endow students with critical thinking skills that will help them feel more confident in their ability to effectively use different technologies in the future (Shipka, 2011).…”
Section: Challenges: Adapting Minecraft To New Contextsmentioning
confidence: 99%