Initial & revised parts of an academic essay #112CWR #342VS #513DR

This is a lengthy post and for that I apologize. However, my reasons for sharing these are more instructive for #112CWR, #342VS, and #513DR students than anyone necessarily interested in the subject matter. I want to say that this is what revision looks like. I think I'm right, but all are welcome to prove me wrong. Perhaps my editors will.

 

INITIAL DRAFT OF INTRODUCTION

Pedagogy that encourages more play in college-level writing courses often comes coupled with an acknowledgement of technology as an increasing influence in students’ lives (Sirc 2001; Moberly 2008; Robison 2008; Shultz Colby & Colby 2008). It is here that various questions concerning implementation arise. Without a more thorough understanding of technology and how it is manifest in society, any incorporation is doomed to failure. Historical inquiry of the root of technology, techne, can result in a more beneficial balance between pedagogy and technology. This chapter endeavors to present techne as a way of understanding videogames as applicable to composition pedagogy. Primary emphasis is upon historical roots over contemporary applications, but implications for the future of teaching writing will not be disregarded.   

Often defined as art, craft, skill and/or the active application of knowledge, techne's ambiguity remains intriguing and many redefitions are in the service of pedagogy. With discourse so shaped by computer technology, there comes a need to "return to Composition's rhetorical roots to find a language and a methodology" (Penrod 26). Because of technology's influence on us and our influence on technology, it is beneficial if not necessary to explore techne. Again, prior scholarship reveals an acknowledgement of techne's ambiguity, a characteristic embraced because it allows for particular ends. 

It is possible to view techne as a field of practice with its own knowledge and skills and inseparable from politeia, “the proper order of human relationships within a city-state” (Winner 97). This is because “what appear to be merely instrumental choices are better seen as choices about the form of the society we continually build, choices about the kinds of people we want to be” (105). Political and scientific aspects of technical and technological production “modify and stimulate each other so as to lead to the development of a comprehensive philosophical program of revolution” (Rosen 79), one impossible to designate as theoretical, practical or productive because it is all three. As such, techne is "the knowledge of those social practices that characterize the acts of insiders…[and] enables cultural critique and becomes the means by which new social possibilities are invented" (Atwill & Lauer 37-38). This enabling aspect further solidifies and strengthens the relationship between technology and civic action. 

For as serious as we might understand techne in relation to politics and society, there is also an element of play in its performance. Embracing techne's ambiguity, Ryan Moeller and Ken McAllister use Greek and Roman historical anecdotes to illustrate. In revealing techne as conversation about an art, as ingenuity, cunning, trickery, chance, and artisanship, Moeller and McAllister seek better ways to teach technical communication, “letting [students] learn and play with the rudiments of technical communication before requiring them to act like experts and professionals” (187). To see techne as "creative, ingenious, tricky, unpredictable, and utterly human" (Moeller & McAllister 204) echoes Heidegger's definition of technology  as both a means to an end and as a human activity because "to posit ends and procure and utilize the means to them is a human activity" (4). Techne is thus the name for the activities and skills of the craftsman as well as for the arts of the mind (13). However, we may also see techne as a mode of revealing (Ong 1982), as the suggestion of learning within a tradition (Hodgkin 1990), as possessing aesthetic and technical characteristics (Rutsky 1999), as a kind of control over chance (Gordon 2002), as a situational bridge over the gap between theory and practice (Dubinsky 2002), as techniques for situating bodies in contexts (Hawk 2004), as reflection on aesthetic criticism (Penrod 2005). As a result, the pervasiveness and scope of techne also remains a point of contention. Techne is a tool used, working in tandem with knowledge/wisdom to produce an effect or event; techne is also more than a tool, often exhibiting a kind of autonomy which some embrace and others fear.  Divorced from or saturated with emotion, separate or inseparable from knowledge and science, ‘mere craft’ or exalted art, various interpretations of techne illuminate freedom of opportunity.

Similar to techne is the concept of play, which "stands for a category of very diverse happenings" (Sutton-Smith 3). In part, it has to do with how discussions of play place it "in context within broader value systems" (Sutton-Smith 8), quite similar to how some view techne. It could be argued that this has to do with how culture arises out of play (Huizinga 1950). Influencing rhetorics of play are historical sources, particular functions, specialized advocates, and the contexts of specific academic discplines (Sutton-Smith 214). Neutral interpretations are as impossible for play as they might be for techne, given how ambiguity creeps into "the relationship between how they are perceived and how they are experienced" (Sutton-Smith 216). Roger Caillois' definition of play is illustrative here as he describes it as "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money" (5-6) while also emphasizing it as essential to social development. For a host of reasons, Sutton-Smith concludes with an explanation of how play is "characterized by quirkiness, redundancy, and flexibility" (229). Below signifies an attempt to paint techne in a similar light.

The nebulous nature of both techne and play invite tangible examples. Videogames are an evolving, popular medium that refashions earlier media and promotes a greater degree of interactivity (Bolter & Grusin 2000) while also being representative of learning (Gee 2003). As such, they constitute an important example of how techne, play, and techne as play might be understood. This may very well be because "videogames teach biased perspectives about how things work" (Bogost 260). What follows then is analysis of videogames as of techne as play with an eye toward implications for teaching composition. Techne provides a historical foundation and videogames provide a current literacy practice, both of which serve to improve approaches to teaching composition.  

If we understand techne as an aesthetic, affecting and autonomous art to be learned and practiced in context, videogames represent an arena in which we might explore epistemology and apply to composition pedagogy.  Furthermore, if we view techne as a kind of play, videogames work as a collective example, inviting a rethinking of composition, a reimagining of approaches and sequeneces designed to promote active, critical thinking. Technology is an integral part of teaching writing, and it is therefore important to go beyond acknowledgement and awareness by discussing and implementing approaches that encourage and complement new ways of making meaning. 

This chapter will explain how Platonic, Aristotelian, and Isocratic notions of techne function within videogames, remaining flexible and diverse while requiring different forms of principled, rule-based interaction and the acquisition of means to desirable and fulfilling ends. Videogames reveal techne as flexible and diverse, requiring different interactions in relation to particular principles and the acquisition of means to desirable and fulfilling ends, achieved through tapping into the potential presented within. Each in-game encounter shapes literacy practices, causing reflection and/or revision in light of new knowledge; learning becomes an ever-present possibility, revealing techne as a kind of play, a fluid, contextual form of action. It can also be through videogames that we are better able to understand ourselves and the identities we create and comprehend and enact the changes we want to see. There is also a certain richness to historical inquiry that makes for a worthy addition to discussions of composition pedagogy and videogames. This chapter endeavors to provide a degree of that richness.

Again, techne can be vague. Rare is the occasion for Plato, Aristotle or Isocrates, to call techne by name, but it is possible to discern how they understood it. From Plato is the idea of techne as flexible and diverse, with each artful craft requiring communication in concepts and construction. Such action is necessary prior to production.  Aristotle takes this further with the idea of potential within, of something to be acquired and applied, but this something is more than the means.  Rules govern and inform methods of making; absence of principles often means absence of production.  Both are necessary aspects of literacy, its acquisition and action, which Isocrates understands in bringing principles and production together in his rhetorical pedagogy. 

Divergent ideas about techne can cause confusion, but divergence also allows for greater understanding. In drawing together Plato’s idea of techne as flexible and diverse yet principled, Aristotle’s of a ‘capacity to make’ and Isocrates’ pedagogical amalgamation of parameters and potential production, we can come to understand techne as a kind of play. 

 

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REVISED DRAFT OF INTRODUCTION

Pedagogy that encourages more play in college-level writing courses often comes coupled with an acknowledgement of technology as an increasing influence in students’ lives (Sirc 2001; Moberly 2008; Robison 2008; Shultz Colby & Colby 2008). Related is the revisiting and/or revitalization of old Greek words like kairos and techne for similar purposes, i.e., the teaching of writing in acknowledgement of technical and technological influences (Moeller & McAllister 2002; Penrod 2005; Losh 2009). In light of research into play and old Greek words for the purposes of composition-rhetoric pedagogy, I desire to bring these two research areas together in arguing for understanding techne as play. 

However, the nebulous nature of both techne and play invite tangible examples. Videogames are an evolving, popular medium that refashions earlier media and promotes a greater degree of interactivity (Bolter & Grusin 2000) while also being representative of learning (Gee 2003). As such, they comprise important instances of how techne, play, and techne as play might be understood. What follows, then, is an exploratory analysis of three interstices of gaming that signal opportunities for play and provide potential models for writing instruction.

Before such analysis, though, it is important if not necessary to acknowledge that the pervasiveness and scope of both techne and play remain points of contention. This acknowledgement is not to imply a lack of similarities between the two; in fact, the opposite is closer to the truth. As signifiers, play “stands for a category of very diverse happenings” (Sutton-Smith 3) and techne acts as the name for the activities and skills of the craftsman as well as for the arts of the mind (Heidegger 1977). In other words, both are sort of catch-all descriptors for various and sundry things. Of course, divergent ideas about techne and play can cause confusion, but such divergence can also allow for greater understanding.

As such, many have been encouraged rather than dissuaded from alternate understandings of each term. For instance, Sutton-Smith (2001) observes how rhetorics of play are influenced by historical sources, particular functions, specialized advocates, and the contexts of specific academic disciplines. Much the same occurs with techne, given views of it as a mode of revealing (Ong 1982), as the suggestion of learning within a tradition (Hodgkin 1990), as possessing aesthetic and technical characteristics (Rutsky 1999), as a kind of control over chance (Gordon 2002), as a situational bridge over the gap between theory and practice (Dubinsky 2002), as techniques for situating bodies in contexts (Hawk 2004). Decidedly neutral interpretations are as impossible for play as they might be for techne, given how ambiguity creeps into "the relationship between how they are perceived and how they are experienced" (Sutton-Smith 216). Roger Caillois' definition of play is illustrative here as he describes it as "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money" (5-6) while also emphasizing it as essential to social development. While absent are arguments about techne as wasteful, Winner (1983) and Rosen (1993) each assert its inseparability from society. So, if we might perceive of play as “characterized by quirkiness, redundancy and flexibility” (Sutton-Smith 229), attempts to paint techne in a similar light should be acceptable.

As this edited collection overall attests, videogames represent an area in which we might explore epistemology and possible applications to composition pedagogy. In a way, I think this reveals the imperative that we go beyond the acknowledgement and awareness advocated by Selfe (1999) and implement approaches that encourage and complement new ways of making meaning. In seeing techne as play, videogames work as a collective example, inviting a rethinking of composition pedagogy, a re-imagining of approaches and sequences designed to promote active, critical thinking. Again, what follows is an exploratory analysis of three gaming instances that reveal techne as play and, in turn, indicate a writing-instruction model that leads to learning rather than just skills dispensation.