The readings were lighter this week as we transition into working more heavily on our unit planning; the majority had practical applications and ideas for creating specific writing assignments. I think writing might in some ways be the easiest of the English disciplines to adapt to new technology, as the option of having students write in a new medium is always there as a default.
I chose to reading Chapter 9 of our main text, which was "Interactive Fiction" by Gerald Aungst. This is a subject I have actually studied extensively, or did about ten years ago anyway. Aungst's idea was basically to open English classrooms up to playing and creating text adventure games. I played these types of games frequently in my youth, and they were probably the earliest type of game that tied the medium to literacy in a significant way. These days, the Japanese have pulled way ahead of Americans in this genre in terms of production, and they tend to market toward an adult audience, but that doesn't change the basic mechanics and usability of text adventures in classrooms. These games are fun, and can certainly test a student's reasoning or critical thinking skills in their specific scenarios. However, the old model of having contrived scenarios demanding a text input that Aungst's article suggests feels like it comes from a player mostly familiar with 80s text adventures such as King's Quest. These days, parsers are mostly out of fashion and a bank of choices tend to left available to students. All excitement aside, I am very hesitant to incorporate adventure games into classrooms unless the topic of the game supplements a core text. Often, these games are more about general puzzles than puzzles relevant to language. The suggestion of having students create text adventures I found more compelling. My biggest problem with doing this is it takes a lot of
time to make (quality) games, and many students are probably not game or programming-minded.
However, as an alternative project I could see a lot of value here. Students like me who enjoy these experiences could thrive if given the chance to create something they would have found engaging. Perhaps I’ll
incorporate this into my Unit plan project as one of the things a student could
create. I like that it can also be used for publishing experience, and it would be a
good creative outlet for some, but the standards addressed by Aungst are
skimpy otherwise. Perhaps this works better as an interdisciplinary tool with Computer
Science.
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