{"title":"Back in my body, or, heuristics for embodied gameful course design","authors":"Elizabeth Caravella","doi":"10.1016/j.compcom.2022.102728","DOIUrl":null,"url":null,"abstract":"<div><p>This article examines a case study of a video game based course relying on embodied gameful design as the foundation of its game-based pedagogy. Moving away from some of the more superficial means of gamifying (or, incorporating game based elements into) the classroom, this piece looks specifically at how composition instructors can integrate some of the more habitual and material elements of playing video games into the larger course design to further benefit student learning outcomes. Culminating in the creation of a set of heuristics referred to as The 4 R's (repetition, recognition, relation, and reward), the article ultimately argues for a process of course gamification that relies on Jane McGonigal's (2010) conceptions of gameful design. More specifically, the piece illustrates that the material habituations that occur through gameplay can be translated to the physical classroom in ways that help students achieve their personal and professional learning goals through the practice of embodied gameful course design.</p></div>","PeriodicalId":35773,"journal":{"name":"Computers and Composition","volume":"65 ","pages":"Article 102728"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers and Composition","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S8755461522000366","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0
Abstract
This article examines a case study of a video game based course relying on embodied gameful design as the foundation of its game-based pedagogy. Moving away from some of the more superficial means of gamifying (or, incorporating game based elements into) the classroom, this piece looks specifically at how composition instructors can integrate some of the more habitual and material elements of playing video games into the larger course design to further benefit student learning outcomes. Culminating in the creation of a set of heuristics referred to as The 4 R's (repetition, recognition, relation, and reward), the article ultimately argues for a process of course gamification that relies on Jane McGonigal's (2010) conceptions of gameful design. More specifically, the piece illustrates that the material habituations that occur through gameplay can be translated to the physical classroom in ways that help students achieve their personal and professional learning goals through the practice of embodied gameful course design.
期刊介绍:
Computers and Composition: An International Journal is devoted to exploring the use of computers in writing classes, writing programs, and writing research. It provides a forum for discussing issues connected with writing and computer use. It also offers information about integrating computers into writing programs on the basis of sound theoretical and pedagogical decisions, and empirical evidence. It welcomes articles, reviews, and letters to the Editors that may be of interest to readers, including descriptions of computer-aided writing and/or reading instruction, discussions of topics related to computer use of software development; explorations of controversial ethical, legal, or social issues related to the use of computers in writing programs.