Theorycrafting the Classroom

Author:

Finseth Carly1

Affiliation:

1. Department of English, Boise State University, Boise, ID, USA

Abstract

When games are approached as a pedagogical methodology, the homologies between games and technical communication are highlighted: pedagogy that teaches people to play and succeed within certain confines; classroom assessment that provides meaningful feedback to encourage self-improvement; instructional design that incorporates gaming theory and game design principles; and usability to ensure optimum success. This article provides an overview of these topics for instructors to consider when designing a technical writing course as a game.

Publisher

SAGE Publications

Subject

Education,Communication

Cited by 5 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. “Expanding Ethical Pedagogy in Technical Communication: Learning from Killer Nanobots”;Technical Communication Quarterly;2021-09-16

2. The Benefits of Improvisational Games in the TC Classroom;Technical Communication Quarterly;2020-04-14

3. Playable Case Studies: A New Educational Genre for Technical Writing Instruction;Technical Communication Quarterly;2019-05-23

4. Examining Instructor Feedback in Professional and Technical Communication Service Courses;Proceedings of the 36th ACM International Conference on the Design of Communication;2018-08-03

5. Gamification in the Business Communication Course;Business and Professional Communication Quarterly;2017-01-13

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