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Pandemic pedagogy from both sides of the screen: A Teacher/Scholar/Parent's reflections on online time 屏幕两边的流行教学法:教师/学者/家长对在线时间的思考
Q1 Arts and Humanities Pub Date : 2022-12-01 DOI: 10.1016/j.compcom.2022.102742
Shannon R. Wooden

Inspired by lessons hard won during a pandemic year spent simultaneously teaching university students online and parenting reluctant online learners at home, this article argues for a radical rethinking of course policies and practices that use normative interpretations and applications of time. Online composition pedagogy is built on paradoxical temporal models: the field's longstanding belief in process-oriented theories of writing demands a flexible, recursive understanding of time while the demonstrated benefits of online student engagement seem to require more rigidly temporal policies and methods, like regular, graded discussion boards. This article draws from Alison Kafer's concept of “crip time” and a year's worth of observation and practice to recommend that online teachers prioritize the narrative shape of their online classes. Such a reframing, I argue, may create not only more successful classes but more just and accessible ones.

在流感大流行的一年里,我在网上教授大学生,同时又在家里养育不情愿的在线学习者,受到这一来之不易的教训的启发,本文主张对使用规范解释和时间应用的课程政策和做法进行彻底的重新思考。在线作文教学建立在矛盾的时间模型之上:该领域长期以来对写作过程导向理论的信仰要求对时间有灵活的、递归的理解,而在线学生参与的好处似乎需要更严格的时间政策和方法,比如定期的、分级的讨论板。本文借鉴了Alison Kafer的“crip time”概念,以及一年的观察和实践,建议在线教师优先考虑在线课程的叙事形式。我认为,这样的重构可能不仅会创造出更成功的班级,还会创造出更公正、更平易近人的班级。
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引用次数: 1
What the COVID pandemic taught us about creating inclusive, anti-racist, and accessible online writing classes and programs COVID大流行教会了我们如何创建包容、反种族主义和无障碍的在线写作课程和项目
Q1 Arts and Humanities Pub Date : 2022-12-01 DOI: 10.1016/j.compcom.2022.102739
H. Harris, Cat Mahaffey, Melvin E. Beavers
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引用次数: 0
Necessity is the mother of invention: Accessibility pre, inter, & post pandemic 需求是发明之母:流行病之前、期间和之后的可获得性
Q1 Arts and Humanities Pub Date : 2022-12-01 DOI: 10.1016/j.compcom.2022.102740
Ashlyn C Walden

At a time when many writing studies faculty are both rising to and collapsing under the challenges of teaching during a pandemic, this article argues that our field is at a decisive moment concerning accessibility. Using mixed-methods data from eight first-year composition courses, this research analyzes and articulates how some students discern the accessibility of instructional materials through the framework of Universal Design (UD). The visibility of such student perceptions must be increased and shared widely, as we seek to be more inclusive and reflective professionals. As we look to a future of post-pandemic tech-mediated teaching and learning, this article also demonstrates how one might replicate, refine, and apply similar study designs which can ultimately help us to be more attentive to inclusivity in the initial stage of course development and research.

当许多写作研究教师在大流行期间的教学挑战下既崛起又崩溃时,本文认为,我们的领域正处于一个关于可及性的决定性时刻。本研究使用来自八门一年级作文课程的混合方法数据,分析并阐明了一些学生如何通过通用设计(UD)框架来识别教学材料的可访问性。在我们寻求成为更具包容性和反思性的专业人士的同时,必须提高这种学生看法的可见度,并广泛分享。当我们展望流行病后以技术为媒介的教学和学习的未来时,本文还展示了如何复制、改进和应用类似的研究设计,这些设计最终可以帮助我们在课程开发和研究的初始阶段更加关注包容性。
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引用次数: 0
Continuous delivery: A PARS online course development cycle 持续交付:PARS在线课程开发周期
Q1 Arts and Humanities Pub Date : 2022-12-01 DOI: 10.1016/j.compcom.2022.102741
Jessie Borgman , Casey McArdle

This article explores applying User-Experience (UX) research and a software development approach called Continuous Delivery (CD) to the process of designing, developing, and maintaining online courses. We will illustrate how readers can use our PARS (personal, accessible, responsive, strategic) framework, UX best practices, and CD to create more accessible content for the users of their online courses.

本文探讨了如何将用户体验(UX)研究和称为持续交付(CD)的软件开发方法应用于在线课程的设计、开发和维护过程。我们将说明读者如何使用我们的PARS(个人的、可访问的、响应性的、战略性的)框架、UX最佳实践和CD来为他们的在线课程用户创建更易于访问的内容。
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引用次数: 1
Re-assessing “readiness” in OWI: Toward a trauma-informed approach to supporting students in online writing courses 重新评估OWI中的“准备程度”:以一种创伤知情的方式支持在线写作课程的学生
Q1 Arts and Humanities Pub Date : 2022-12-01 DOI: 10.1016/j.compcom.2022.102738
Lynn Reid

This article examines the construct of student success that is forwarded by readiness assessments designed to evaluate students’ preparation for online learning. These readiness assessments emphasize factors such as time management, motivation, and access to and fluency with technology, suggesting to students that if they possess strengths in these areas, they will likely do well in a course. For students who struggle in OWCs–often disproportionately representing minoritized and historically disenfranchised populations in higher education–these readiness assessments fall short of providing the resources that students need to understand the cognitive demands of OWCs. I propose recasting student performance through a trauma-informed lens to focus attention on what students can learn in order to be successful in their online courses.

本文考察了学生成功的构建,这是通过准备评估来评估学生对在线学习的准备。这些准备评估强调诸如时间管理、动机、获取和熟练使用技术等因素,向学生暗示,如果他们在这些方面拥有优势,他们可能会在课程中表现出色。对于那些在校外学习中挣扎的学生来说——他们往往不成比例地代表着高等教育中的少数族裔和历史上被剥夺权利的人群——这些准备程度评估无法为学生提供了解校外学习认知需求所需的资源。我建议从创伤的角度来重新审视学生的表现,把注意力集中在学生能学到什么,以便在他们的在线课程中取得成功。
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引用次数: 0
Re-assessing “readiness” in OWI: Toward a trauma-informed approach to supporting students in online writing courses 重新评估OWI中的“准备程度”:以一种创伤知情的方式支持在线写作课程的学生
Q1 Arts and Humanities Pub Date : 2022-12-01 DOI: 10.1016/j.compcom.2022.102738
Lynn Reid
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引用次数: 0
Blurred boundaries: Post-pandemic perspectives of digital writing pedagogies special issue introduction 模糊的边界:数字写作教学法的后流行病视角特刊导论
Q1 Arts and Humanities Pub Date : 2022-12-01 DOI: 10.1016/j.compcom.2022.102743
Christopher Sean Harris , Lanette Cadle , Elizabeth A. Monske
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引用次数: 1
Making games matter: Games and materiality special issue introduction 制作重要的游戏:游戏和物质性专题介绍
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102730
Rebekah Shultz Colby , Steve Holmes
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引用次数: 0
Cultivating ethical gameplay dispositions through the materiality of gameplay in Illuminati 通过《Illuminati》游戏玩法的物质性培养道德的游戏玩法倾向
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102724
Rebekah Shultz Colby , Steve Holmes

We examine how rules and mechanics act as attractors, or stabilizing end points within the multitude of trajectories in a possibility space, within games that form dispositions through the habits of material gameplay, which players can either resist or accept through a process of phronesis and metis. We videotaped a playthrough of the card game Illuminati and interviewed four players before and after the game. We discovered that the rule of allowing cheating and a player role with an unbalanced mechanic acted as material attractors (DeLanda, 2013; 2016) for gameplay dispositions. However, through a process of metis and phronesis, players resisted the dispositions of cheat and spoilsport and materially played the game so that they embodied the Aristotelian virtue of friendliness instead.

我们研究规则和机制是如何作为吸引物,或在可能性空间的众多轨迹中稳定终点,在游戏中通过物质玩法习惯形成倾向,玩家可以通过实践和融合过程抵制或接受这些倾向。我们录制了纸牌游戏《Illuminati》的游戏过程,并在游戏前后采访了4名玩家。我们发现允许作弊的规则和带有不平衡机制的玩家角色就像是物质吸引物。2016)的玩法倾向。然而,通过一个metis和phronesis的过程,玩家抵制欺骗和破坏的倾向,并在物质上玩游戏,从而体现了亚里士多德的友谊美德。
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引用次数: 0
More than serious: Medicine, games, and care 比严肃更严肃的是:医学、游戏和护理
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102727
Tristin Brynn Hooker, Martha Sue Karnes

For some time, rhetorical games studies have been interested in the potential for serious games to materially affect and embody change in users, in social systems, and in the gaming industry itself. In this study, we use the occasion of the first videogame cleared for marketing as a medical device by the U.S. Food and Drug Administration—EndeavorRx—to examine material-discursive processes that transform a game into medicine, and that produce our ideas of “medicine,” “gaming,” and “seriousness.” Allowing scholarship from rhetorical games studies and from the rhetoric of health and medicine to inform one another, and analyzing textual evidence from materials that produced EndeavorRx’s identity as “medicine,” we argue this more-than-serious transformation habituates the public to a new market, affecting patients, institutions, and disciplinary boundaries.

一段时间以来,修辞游戏研究一直关注严肃游戏对用户、社交系统和游戏行业本身产生实质性影响和体现变化的潜力。在本研究中,我们以美国食品和药物管理局(fda)批准的第一款电子游戏作为医疗设备进行营销为契机,考察了将游戏转化为药物的物质话语过程,以及产生我们对“药物”、“游戏”和“严肃性”概念的过程。让修辞游戏研究和健康与医学修辞的学术知识相互交流,并从产生“医学”身份的材料中分析文本证据,我们认为这种不仅仅是严肃的转变使公众习惯于一个新的市场,影响患者,机构和学科界限。
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引用次数: 1
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