Answering a CFP: 900 words proposing analysis of techne & videogames in relation to composition pedagogy

Rhetoric/Composition/Play is further evidence of an increasing advocacy toward teaching approaches that allow and encourage students to greater exploration and more “play” in college-level writing courses. Such pedagogy often comes coupled with an acknowledgement of technology as an increasing influence in the lives of students entering composition classrooms. Not only a call to engage students where they are and where they want to be, scholarship of this kind also tends to stress how American higher education often fails to even adequately participate in this endeavor.  It is here that various questions concerning implementation arise, and paramount among these is a focus on how to make pedagogy more of a competitor. The easy answer is to incorporate said technologies to further learning and literacy, and while many compositionists already teach in computer-assisted classrooms, more remains to be done regarding pedagogical applications.  Integrating such technologies can be done better, though. Without a more thorough understanding of technology and how it is manifest in society, any incorporation is almost certainly doomed to some kind of failure. A perusal of the history of the root of technology, techne, can result in not only applicable understanding for today's post-wired reality but also achievement of a more beneficial balance between pedagogy and technology.

Despite being commonly understood as synonymous with art, craft and/or skill, techne remains a rather ambiguous term. However, it does not work in isolation as it is often inseparable from other old Greek words, like episteme, ethos, phronesis and kairos. Examining the relationships between such terms reveals an operative definition of techne as the acquisition of literacy; such examination also assists in understanding how techne itself is manifest within videogames.  Out of such analysis, we are then able to question the nature of composition pedagogy in relation to technology, applying both techne and videogames to the teaching of academic writing. Through such a two-tiered methodology, we come closer to a peaceful and reciprocal relationship between composition pedagogy and technology, one in which each acknowledges and acts on the influence of the other.

My curiosity lies in the application of videogames to composition pedagogy. As the very idea of what constitutes composition expands beyond traditional definitions, I am all the more interested in what videogames might bring to the theory and practice of teaching writing. Videogames constitute an evolving, popular medium that not only refashions earlier media but also promotes a greater degree of interactivity. Videogames are also representative of a more immersive style of learning and, as mentioned above, this is something I see composition pedagogues aspiring toward.

Therefore, I propose an analysis of videogames as a techno-pedagogical manifestation of techne with an eye toward implications for composition pedagogy. Techne provides a historical foundation and videogames provide a current literacy practice, both of which serve to improve approaches to teaching composition. There is an obvious, reciprocal relationship here: To better understand techne, it is necessary to show how it functions within a current technology.  Furthermore, to better understand video games, it is necessary to explain them in relation to contextualized, historical inquiry of an old Greek word. This is also important work because there is ongoing a process of negotiation inherent to present multimedia which exerts an influence not only on various and sundry technologies but also the ways in which we learn and use them.  By their very nature, videogames reveal such processes in creation and subsequent interactivity.

So, as society and technology advance, it is of great importance that we not only keep up but, in fact, reflect on process and progress.  We need to be more attentive to technological influences, which are also often unmarked in the lives of the students entering composition classrooms, and redesign courses and sequences in accordance with these influences.  As such, there is much to learn from historical understandings of techne and its current manifestations in popular media technologies, like that of videogames.  Such a technology reveals techne as flexible and diverse, requiring rather different forms of interaction in relation to particular principles and the acquisition of means to desirable and fulfilling ends, which can be achieved through tapping into the potential presented within.

It is through various communicative technologies that we are better able to not only understand ourselves and the identities we create but to also comprehend and embody change.  Understanding techne as the acquisition of literacy and seeing the current, popular technological medium of videogames as an example of this idea in turn promotes a rethinking of composition pedagogy, re-imagining approaches and sequences designed to promote active, critical thinking. To be gained from discussion of techne as manifest in videogames is not only a burgeoning appreciation for how the concept operates today but also a greater curiosity for how both connect with current approaches to teaching writing.

This chapter endeavors to be an exercise in reflection, recognizing past and present understandings of the relationship between technology and society and, more specifically, between techne, phronesis, episteme and ethos.  Out of the exploration of such relationships, there arise some new, alternate understandings of various aspects of composition, which are further illustrated by a focus upon the particular technology of videogames as a manifestation of the aforementioned relationships. Doing all of this should help composition perform better in keeping up with and integrating technology, bringing closer together and making more obvious the aesthetic and technical aspects of the various communicative technologies students use to make meaning.

"But how would object-oriented teaching work at a practical level? How could students possibly be able to rethink their attitudes about objects and even see objects as social actors?"

Using the pedagogical directive “empathy + design for complex processes,” Katherine Lambert of the California College of the Arts initiated a course titled “Lifecycle.” The primary goal of the class was to familiarize students with a collaborative, cross-disciplinary design process.  The pedagogical vehicle was research into the urban waste disposal process and sustainability practices with an emphasis on the end points of the Lifecycle.  The class focused on the development of a product (or system of products; physical, software, or both), a service or an environment - which is often a container for products and services.

"What's really happened isn't so much a tale of cracking the mass-market...as a tale of companies learning about the value of specialisation."

Specialisation - be it on a genre, or a target audience, or a medium - provides a wealth of benefits, both in terms of specific expertise and in terms of the ability to structure your entire company around the requirements of your market sector. It's hard for a company used to building monolithic boxed software to embrace the mindset required to iterate quickly and release lots of smaller products, or to run a full-scale service for several years.

 

"something odd is happening in the world of video games systems – nobody wants to release new ones anymore."

Sony says the third in its PlayStation family – of which we typically see one every six years - is "future proof". The firm has a 10-year lifespan mapped out for the system.

Xbox 360 – the first device to market in the latest "generation" of consoles, back in November, 2006 – has been available in Europe for more than four years, with its manufacturer Microsoft promising that its finest moments are still to come. Its predecessor managed just three years, eight months before being replaced by its powerful younger brother. While Nintendo is tight-lipped about plans for a new Wii console, it gave its existing machine a shot in the arm last year with a super-sensitive controller.

For the first time in video games history, online system updates and cutting-edge accessories are allowing these companies to refresh their systems in new ways – and extend their lifespan way beyond that of their ancestors.

"When does the wisdom of crowds give way to the meanness of mobs?"

mantras of “open culture” and “information wants to be free” have produced a destructive new social contract.

“The basic idea of this contract,” he writes, “is that authors, journalists, musicians and artists are encouraged to treat the fruits of their intellects and imaginations as fragments to be given without pay to the hive mind. Reciprocity takes the form of self-promotion. Culture is to become precisely nothing but advertising.”

"This is what happens when a medium [videogames] ages."

There is a tendency in some art games to derive the artistic impact from refusing to let the player change things, from the conflict between what the player wants to achieve (and thinks he might be able to achieve) and what the designer has chosen to allow. At its simplest, the gimmick is to get the player to try to do something impossible, and then wait for him to give up.

But the more art games do this, the less effective the technique is -- especially in works that identify themselves formally with an art game movement.

"Just for fun, try substituting the words 'Big Brother' whenever you read the word 'Facebook'"

1 We will advertise at you

"When you use Facebook, you may set up your personal profile, form relationships, send messages, perform searches and queries, form groups, set up events, add applications, and transmit information through various channels. We collect this information so that we can provide you the service and offer personalised features."

2 You can't delete anything

"When you update information, we usually keep a backup copy of the prior version for a reasonable period of time to enable reversion to the prior version of that information."

3 Anyone can glance at your intimate confessions

"... we cannot and do not guarantee that user content you post on the site will not be viewed by unauthorised persons. We are not responsible for circumvention of any privacy settings or security measures contained on the site. You understand and acknowledge that, even after removal, copies of user content may remain viewable in cached and archived pages or if other users have copied or stored your user content."

4 Our marketing profile of you will be unbeatable

"Facebook may also collect information about you from other sources, such as newspapers, blogs, instant messaging services, and other users of the Facebook service through the operation of the service (eg, photo tags) in order to provide you with more useful information and a more personalised experience."

5 Opting out doesn't mean opting out

"Facebook reserves the right to send you notices about your account even if you opt out of all voluntary email notifications."

6 The CIA may look at the stuff when they feel like it

"By using Facebook, you are consenting to have your personal data transferred to and processed in the United States ... We may be required to disclose user information pursuant to lawful requests, such as subpoenas or court orders, or in compliance with applicable laws. We do not reveal information until we have a good faith belief that an information request by law enforcement or private litigants meets applicable legal standards. Additionally, we may share account or other information when we believe it is necessary to comply with law, to protect our interests or property, to prevent fraud or other illegal activity perpetrated through the Facebook service or using the Facebook name, or to prevent imminent bodily harm. This may include sharing information with other companies, lawyers, agents or government agencies."

"We are deeply and fundamentally attracted, in fact, to games"

perhaps the most remarkable thing about modern video games is the degree to which they offer not a sullen and silent unreality, but a realm that's thick with difficulties, obligations, judgments and allegiances. If we are to understand the 21st century and the generation who will inherit it, it's crucial that we learn to describe the dynamics of this gaming life: a place that's not so much about escaping the commitments and interactions that make friendships "real" as about a sophisticated set of satisfactions with their own increasingly urgent reality and challenges.