Sunday, September 28, 2008

Work v.s Play: (re)Defining the Pleasure of Learning - Todd Snyder



Work v.s Play:
(re)Defining the Pleasure of Learning
In the second chapter of At Play in the Fields of Writing: A Serio-Ludic Rhetoric, Dr. Albert Rouzie (our professor) begins with a discussion of America's long-standing fear of play in education. Some educators worry that allowing elements of play in the classroom will set up an expectation that "the hard work of literacy should be fun" (Rouzie 25).Education as entertainment??
Others simply cannot bring themselves to see play as anything more than a stage in cognitive development (as evidenced by the picture on your left).

************************************************************************************
Conservative Educational Philosophy
v.s
Progressive Educational philosophy
**Live on Pay-Per-View**
********************************************************************The Tale of the Tape
- the work/play split privileges work
- the work/play split is not universal
- some view play as detached from the political realities of our everyday lives
- attempts to introduce play in the classroom are often viewed as fluff work
- the institutionalization of this split has perpetuated a work/play dichotomy in English Studies
************************************************************************************
"The Split between work and play in our culture has continued to contribute to our alienation from creative connection to both work and play" - Rouzie
Dr. Rouzie's brief history of the work/play split in English Studies reminds us that our field has a long history of defining literature against the everyday realities of rhetorical expression, popular culture, and journalistic writing (33). Thus, teaching college writing courses came to be seen as nothing more than "alienated grunt-work" (Rouzie 34).
The Birth of Current-Traditionalism??
Luckily, the expressivist camp emerged on the scene! Scholars such as Walker Gibson and Peter Elbow began to advocate the need for play in the writing process. Enter:
Free - Writing
The Personal Essay
Process-Pedagogy
This, of course, is not the end of the story. Social-epistemic rhetoric, with it's focus on raising the political-consciousness of students, would change the game. As James Berlin points out in "Rhetoric and Ideology in the Classroom," proponents of this social-epistemic brand of rhetoric were "brought together by the notion of rhetoric as a political act involving a dialectical interaction engaging the material, the social, and the individual writer with language and the agency of mediation" (488). Enter:
The Political
The Socio-economic
An attempt to awaken critical-conciousness
Unfortunately, something was lost in social-epistimic rhetoric's rejection of expressivism - play. Social-epistemic scholars have long been critical of the play of language emphasized in what Teresa Ebert calls "ludic postmodernism," claiming that it has no political impact because it is inherently nonrhetorical (Rouzie 26). These attitudes have caused some to wonder why pleasure and fun must be absent from serious-minded academic work. Can play be serious?? In "Healing the Work/Play Split: A Serio-Ludic Rhetoric for English/Composition Studies," Dr. Rouzie promotes what he calls a "serio-ludic" brand of rhetoric. Serio-ludic rhetoric blends the goals of expressivism (a freer rhetoric) and those of social-epistemic camp (critical-conciousness) without ignoring the communicative possibilities of emerging technologies -- or society's inevitable shift toward the visual.
"Serio-ludic play has the potential to help suture the work/play gap by opening up a space for reflective, social, rhetorical, and unalienated creativity" - Rouzie
The rise of technologies such as the home computer, the internet, blogs, wiki's, Moos, and video games have opened up the possibility for the sort exploration Dr. Rouzie is looking for.
Serio-leudic rhetoric resists the accepted (linear) conventions of academic writing. According to Dr. Rouzie, this emergent textuality
  • is informed by the postructuralist play of language, assuming a destabilized text;
  • is open to aesthetic impulses;
  • brings together poetic and rhetoric;
  • features a dramatic sense of role play grounded in the multiple susbjectivity of the composer and/or the collaboration of multiple authors;
  • is purposefully and strategically liminal and hybrid
  • embraces fragmentation, associative thinking, conflict, dialectical tensions and experimental forms as part of a rhetorical/aesthetic strategy;
  • the juxtaposition of conventional and experimental forms and expression to explore the rhetorical qualities of each;
  • the promotion of hypermediacy as a means to focus on media effects;
  • the use of parody, satire, and humor;
  • an electronic component that engages students in the creation of serio-ludically conceived hypermedia projects, probably done in collaborative groups;
  • experimentation with texts whose rhetorical impact is altered through visual arrangement and invention, whether electronic or nonelectronic;
  • integration of process into the product; and
  • the use of found objects to be repurposed through bricolage (Rouzie 53).
Two scholars that have taken up the challenge of mending the gap between work and play are James Paul Gee and Geoffery Sirc. Let's check out Gee in action ...



In "Good Video Games, the Human Mind, and Good Learning," James Paul Gee argues that video games are a good place to start when trying to think about human learning. If you are looking for an embodied experience, Mr. Gee Recommends the following titles: Half-Life 2, Rise of Nations, Full Spectrum Warrior, The Elder Scrolls III, Morrowind, World of WarCraft.
"Am I the only one that senses a video game bias here?" - me
Do others wish that Gee would have written a little more about "Bad" video games?
Gee argues that the value of video games resides within their ability to allow the player to interact within the virtual world created by game designers. In good video games, players are able to test the consequences of their actions. What constitutes an embodied experience - interaction?
"Players must carefully consider the design of the world and consider how it will or will not facilitate specific actions they want to take to accomplish their goals" - Gee
For Gee, video games help to facilitate effective thinking. This is because such thinking is built from an individual's ability to perceive the relationship between the world and their own physical and mental abilities.

How might video games be used to educating youth and training future workforces?
doctors, scientists, military forces, police forces, automobile makers, automobile drivers, athletes, astronauts, rhet/compers.. ....... ..... ..... ...

* Side Note* Video Game Systems that I have owned
  • Atari
  • Nintendo
  • Super Nintendo
  • Sega Genesis 
  • Playstation
  • Playstation 2
  • Playstation 3
Remember - I didn't own a computer until I was 20 years old 
Gee reminds readers that gamers do not want short or simplistic games. Instead, video game designers are forced to find new ways to challenge their audiences.
What separates the mindset of the gamer from that of most classroom learners?
Gee suggests that video games tap into "profoundly good methods of getting people to learn and to enjoy learning" (29). This is because video games both challenge and entertain us on an intellectual level. Perhaps we, as educators, should pay attention to this style of learning. Can hard work be entertaining? This does not mean that Gee wants us to simply allow workers and students to play video games. In fact, technology is not always the answer.
This is why I love James Paul Gee. His goal is to steer the educational masses away from skill-and-drill / scripted / standardized instruction. He wants to move toward something more / fun/ entertaining / challenging / satisfying. In doing so, Gee hopes to create an academic space where empowered learning can take place. Hence:

The James Paul Gee Principles of Empowered Learning
  1. Good learning requires learners to feel like active agents - not passive recipients
  2. Different styles of learning work better for different people - we need choices
  3. Deep learning requires an extended commitment (for more principles turn to page 32 of Gee's essay)
Here is another clip of Gee discussing how video games help facilitate learning...

Dr. Rouzie and James Paul Gee are, of course, not the only scholars calling for a more playful classroom environment. In "Box-Logic," Geoffery Sirc argues that electronic composition has opened up the possibility for composition students to move away from the linear norms of the past. Sirc begins with a discussion of Marcel Duchamp's (a French avant-garde artist) Green Box (1934) - a collection of personal notes he made to himself while working a piece titled Large Glass. Sirc is inspired by Duchamp's project because
- it is a prose catalogue of sorts
- it is a collection of interesting/powerful statements
- it models what a daybook for writers could look like ....
Does the concept of the author as collector open up the possibility for true creative/emotional/passionate work?
"True connection with one's composition is when the work has a strong life in the writer, when it's part of an on-going project, which means it continues growing, appearing in variant versions. Thus, no draft is ever finished, especially in teh arbitrary scope of an academic semester" - Sirc
The two basic skills that Sirc focuses his courses around are practicing search strategies and annotating material. For example, Sirc's "Rap Arcades Project" asks students to read and analyze the online texts of hip-hop culture.

1. A Textual Journey - an intense study of search engines and strategies: various databases for articles, images, statistics, chat groups
2. Turning the internet into an arcade - Freedom to collect and explore 

Does this require us to (re)Define text?
Is this the end of the long reign of the strictly analytic?
"As composition teachers, we mount exhibits, prize certain works, neglect others, and in doing so, lead our local patrons through a tour of form, content and larger questions of cultural ambiance" - Sirc
Have we become Academic gate-keepers ??

This brand of pedagogy does, of course, bring with it a new set of problems ... this is especially the case when considering copyright laws...


If you haven't already ... check out DeVoss and Webb's "Grand Theft Audio"

How do copy-right laws hinder our ability to allow students to peruse the digiatal arcades of the internet?
The work of teaching new media (literacy) / the new essay/ is not always an easy task. 
Many contemporary students are able to use these emerging technologies ...
Some are able to effectively analyze them ...
Unfortunately, few are given the opportunity to produce/compose/original products/ rhetorics/ using these technologies. The work of Rouzie, Gee, and Sirc ... ask us to become .... active agents in our own learning ... to apply these rhetorical concepts / good rhetorical stratigies / to these new mediums.
And in doing so ... they ask us to ...
lighten up a bit ... (re)consider how we learn ...

Works Cited

Berlin, James. "Rhetoric and Ideology in the Writing Classroom." College English. 50.5 (1998): 477-494.

Gee, James Paul. Good Video Games and Good Learning. New York: Lang, 2007

Rouzie, Albert. At Play in the Fields of Writing: A Serio-Leudic Rhetoric. Cresskill, New Jersey: Hampton Press, 2005. 

Sirc, Geoffrey. "Box-Logic." Writing New Media: Theory and Applications for Expanding the Teaching of Composition. Wysocki, Anne Frances, Johndan Johnson-Eilola, Cynthia L. Selfe, Geoffrey Sirc. Logan, Utah: Utah State UP, 2004. 111-146.

















11 comments:

Melanie said...

Todd, I want to compliment you on your outstanding analysis--clear and cohesive synthesis, thought-provoking questions, good balance between verbal and visual elements and whitespace (the pic of your "serio-ludic" and scholarly personas is priceless). Your use of color and quote callouts in your text led me through the reading effortlessly.

I especially enjoyed the first Gee video, his ideas about using games in "digital learning" to teach and how this connect with Albert's call for "serio-ludic" rhetoric. Gee's talk made me think of how in the 1960s educators had similar hopes for TVs role in teaching and learning. I grew up watching Ride the Reading Rocket on PBS, had the workbook too . . .

Todd says that "in good video games, players are able to test the consequences of their actions" and asks us "what constitutes an embodied experience--interaction." My response to that would be: Second Life. Here we see experience visually embodied on the screen, but that embodiment becomes very real in some cases.

I'm sitting here with our esteemed rhet/comp colleague and Second Life guru Paul Shovlin, who tells me that Second Life money (something called linden dollars) is convertible to real money--US dollars, deutchmarks, pounds, francs, etc., and that people in Second Life can "make" and "sell" products. For example, Paul says, people make furry catsuits and sell them in vending machines on Second Life; the linden dollars convert to real money. Or, you can make a chair and stick a for sale sign on it on your plot in Second Life and someone can buy it with linden dollars that convert into real money . . . In Second Life, *everything* is a (visual) rhetorical text.

The Sirc quote Todd includes, "true connection with one's composition is when the work has a strong life in the writer . . . ongoing," it outgrows the "arbitrary semester" that limits (re)vision and composing / writing process pedagogy. This idea reminds me of the discussion Russ Tuesday, where one of the ideas we talked about is how (or if) these technologies can or would be taken up by English studies to foster our students' "literacy" (for lack of a better word). When faculty say, "students can't write," or make disparaging comments about them being illiterate, I think Oh Yes They Do Know How To Write: they are Facebooking and texting and emailing and IMing constantly: it's a different kind of "literacy," not always The King's English, but it requires many of the same composing skills we teach. They are widening the boundaries of what constitutes literacy. And as educators whose job it is to be engaged in continuous teaching and learning ourselves, isn't it up to us to integrate the technologies they are already working so much with outside of our classes and teach them how to approach these critically, rhetorically?

Dave said...

Here follows a "crot:"

Gee...Games...Good. Ham steaks healthy. Hooray!
Sex is like learning.
(don't have to be good to enjoy it? No. Biologically motivating).
Breakin' the law by not citing Gee. Gee, that's bold. Gee, I'm free!

"Play" rhymes with many, many words. Words beginning with B, C, D, G, H, J, K (Kay, my grandma), M (when it's cold outsi-i-ide, I've got), N (nay, nay, thou shan't disparage the King's English willy nilly, will he, nil she, Melanie-- freindly emoticon, e before i in both words, colon, dash, )), P, R, QU, S, (no "tay"--shouldn't "tay" be a word?), W, Y, Yay.

Play breaks the rules. Play gets sent to the corner. Play wears a dunce cap. "What a great play!" Play wears a mask and shits on roles (play ignores decorum).

***Brown sugar madness***

Why is writing problematic, difficult, serious? Good ?. A lot's at stake in wry-ting, no? Though I'm blanking at the blank page, thinking an essay is impossible. Trying is impossible? Approximately 11 Germanic words in this section of the Crot. Vat ist dis, Sauercrot?

The teacher teaches teachniques to the teachers teaching. Having been.

There, Their, They're. There, there. Their there. They're there.

They're their there. People are their places.

Repetitions used for rhythm and continuity are so last Saturday.

Keep on dancing to the rock and roll.
Alright for fighting.
And I ain't got nobody. I got some money cuz I just got paid.

I used the past tense and then I will have been gone to the did that thing well doesn't I? If he makes that catch, the play's great.

Thus, I crottify the blog, crottly. After I eat Apricrot jam, I use Bakhtin.

I challenge the recieved order! E before I. My breath, and it's not the only thing, fresh.

Jules said...

Nice work, Todd and thank you Dave for making my comments look so old media!

I had a similar response as Mel to the first Gee video Todd included. The idea of using video games to promote literacy is fascinating, but I didn’t exactly follow all of Gee’s argument. I understood that video games allow people to have a deeper understanding of what things mean (show v. tell) through consequences and the benefits of being in a goal-directed world, but I did not understand how approaching or accomplishing one’s goal helps people learn specialized and complex language. Did Gee mean that this language would be learned through mentorship and community?

Gee also mentioned encouraging girls to play video games. Does anyone know if there are video games marketed to girls? (I’m imagining one in which you earn pairs of shoes instead of points and the goal is to marry a prince.)

I admittedly know nothing about gaming culture. The question I am left with: Moving beyond the stereotype, what kind of person is attracted to gaming and why? While playing video games does not appeal to me, perhaps if I gave some “good games” a shot, I would enjoy them. According to Wikipedia, everyone (72% of people) plays video games and the average age of gamers is 30. Is this surprising to anyone else?

Lydia McDermott said...

/Users/lydiamcdermott/Desktop/cornellhabitatgroup.jpg

Lydia McDermott said...

So I cannot include an image here...I'm going to post one, if that is okay with everyone. Actually, I'm not going to give you the chance to respond to that. Here comes a Cornell box I like.

Lydia McDermott said...

Todd, first of all it occurs to me that you have collected yourself in a comic box...twice.

Great questions and nice summary of the main points of the reading.

I want to talk about Sirc's concept of box-logic as a grammar we could use in composition classes. I really enjoy how playful I am finding all this technology, but I'm not sure what I collect on screen becomes a box for me. One of the appealing facets of Cornell's work (see image post) and Duchamp's is its tactile materiality. A box like the one I've posted, has three dimensional layers and a variety of materials and textures. So though I like the concept of collecting as composing and I like the framework of a box (haha), I have a hard time envisioning computers becoming that kind of box for me. The tactile pleasure of sifting is lost.

This is not to say that this kind of "re-mix" logic is not a useful way of describing digital composing. In fact, I prefer Webb's term and conceptualization. Digitally, we don't need to just collect and juxtapose, we can also alter and transform.

This brings me to the DMAC theory video ... can some others please comment on this and help me make any sense out of it as a theory and not just an illustration of Sirc's concept? And, more importantly, did it remind anyone else of Tron? (If your response is, what's Tron?, please don't write it out loud).

It is also interesting to me that play gets set against work. Anybody own or ever participated in New Games? It has come out again recently. They are cooperative games for children and adults that have been used in many work setting to teach various collaborative skills. And they are actually fun.

This also brings to mind improvisational theater games, a basic skill in acting that we see in the show Whose Line Is It Anyway? That is very playful collaboration, with fellow actors as well as audience members.

Okay I feel I've drifted. I guess what I'm saying is that of course play is important and of course poetic and aesthetic are important and we are always re-fighting these kinds of dichotomies: work/play; rhetoric/poetic. And Ugh.

I'll have more positive comments tomorrow. Promise.

P.S. Someone explain how to get italics to work.

Rebecca B said...

And then Dave threw down a crot the likes of which us greenhorns had ne'er seen...

"Splendid!"

(R takes of hat and bows in a very silly manner-pinwheels arms too much and feels ashamed at the overflow of emotion-straightens tie and walks away)

One thing that I was curious about in Gee's article was the focus on games that are more or less geared toward adults. I mean, I'm not sure if WOW is supposed to be for teens or younger, but it does seem an odd age/range/etc. to focus on when talking about development and learning (at least when I look at his overall examples). In the fuzzy, dark cavern of my brain where I house tidbits of news articles that strike me as particularly subject-appropriate[Graduate art student Matthew Keeney's latest piece of performance art, in February, called "The Waiting Project," had him standing on streets in Syracuse, N.Y., waiting for someone to ask him what "The Waiting Project" is...], I can't help thinking of the whole "play till ya die, dehydrate, and/or lose your wife, kids, and family" situation--those kids passing out in internet cafes and hitting the floor, their eyes glazed in their heads like so many bad donut metaphors, suburban legends skipping school and sucking back shots of espresso. I imagine they had cool nicknames that would have worked for arcade play but sounded really stupid in the cafe: Sticks, Digits, Tron.

"Yo, QBert, grab me a slice of that fresh corn quiche and a latte, I'm powering-up my Druid and I need some sweet carbs, son!"

What happens when the kid with the fastest quick draw hits the dust? Who takes his place as lead guitar in "Rock Band"? I'm all for kids using video games to learn (including the games where they play as colonists or Romans or whatever and run around learning the vocabulary, customs, and historical facts about a time period and get to switch characters--from a Red coats to whatever the hell we were called), but I wonder if he has to use these older games as examples because games for younger kids that accomplish all these goals don't exist? I can see how you could use "interactivity" and "choices" in "traditional" and "digital" classrooms to promote active learning, but, if handed a class of students with extreme differences in learning approaches/abilities, it seems like an instructor could end up being Mr. (or Mrs.) Wizard, up to the neck in bottle caps and baking soda boxes.

I dunno...but I want to play Dead Rising, get pissed at Carlito and his stupid sniper rifle-QUIT-and play Fatal Frame while eating ice cream. It's all your fault, Todd!

(Pop Quiz: Does Peter Elbow control the universe WITH HIS MIND? Part Two: If Geoffrey Sirc had a super power, what would it be-and why?)

Final note: Does anyone else get the feeling like taking a class with Sirc would be amazing, but trying to teach what he teaches (or trying to use some of his models, as written) could fail miserably in the classroom? I imagine him as a shadowy figure who shrouds his best moves in secret so that promising pedagogical pupils have to fall on their faces 4 or 5 times before perfecting the delivery of one of his cubist compositions.

Rock said...

Lydia,
italics work like this (which I recently figured out): "<" "i" ">"
then your text, then "<" "/" "i" ">"
Of course without quotes. Otherwise I think it would not show up. I can show you my new found mad skillz in class if you want.

Now, Todd, nicely done! You work your personality in to your post perfectly. I decided to read your posting first, since it was up so quickly after our last class, then read the remainder of the readings. Gee first video started me thinking and the readings kept bringing me back to the same question about product and process.
Isn't a video game (or even play) a product based activity?
I mean sure video games have various avenues to complete the tasks at hand, but a player must complete certain tasks in a certain order. They are linear. The world of gaming is a "goal directed world" (first Gee video).
Since I've played some in the past (time does not allow me to much anymore) and I've played Morrowind (one Gee mentions in his article), I kept thinking this is a product. There is no process here. Do A. Get B. One could debate how things are done, but students write sentences in certain ways based solely on a product model (which has been reinforced throughout high school and grade school).
However, I can see a tacit argument about process because how one completes such tasks is up in the air. Does the player go this way or that way? Does he/she use a potion, magic, or strength? The product is the same.
Speaking specifically about play, I think play is a blend of product and process (and maybe some imitation). Of course, play is supposed to be fun and we clearly see how play supports various levels of learning, but isn't it still rather linear?
I keep thinking maybe I'm over analyzing this. One of the most "process" type of activities I can think of is freewriting, which has no real goal except to write. (I realize some of my argument is over-simplified.) With play, I assume the goal is to have fun, enjoy oneself. How that is done is up in the air. Thus the product is fun (just like a complete, error-free paper).
The more I spin this in my head, I would agree that perhaps play (and gaming, etc.) is a blend of product and process. But I keep thinking of when I've played video games and what my goal was: I wanted to complete the game--to win. The thrill of completion could even generate stress when I reached a section that was difficult. Sometimes I would get angry that I could not complete a certain task, to such a degree that the play would not be fun anymore. Is that still play? There have been games I've just given up on, maybe I give up because it is no longer enough fun.

albertoid said...

Y'all,
Fascinating comments, crots and all. Geez, give 'em permission to play . . .!

Note: you can click on the pictures and they open to a bigger version. You can italicize by using the html tag for it. It's the i below the comments box. So, e.g. this is in italics while this is bold. You have to use the end tag which inserts a / before the i or b or else everything after that stays formatted as italic or bold.

Some of my thoughts on Gee:

He's using the cognitive dimensions of playing these games as a way of describing a model of learning. I don't see him directly advocating that we use WOW or whatever in classrooms but that we approach teaching through the principles revealed in this kind of situated learning. He spends a lot of time contrasting this with alienated drill approaches.

On page 34 of the book chapter, in the bottom paragraph, he discusses an idea that I think might be fruitfully applied to English studies: the idea of sharing knowledge with smart tools which means becoming smarter and more powerful by integrating one's knowledge with the knowledge built into tools, taken broadly. His example is "being a type of scientist doing a type of science." Through this model, one learns through doing and reflecting as one plays a role and is thus introduced into the thinking, acting and values of a field. Note how this differs in goal from Sirc?

Gee's idea struck me because in Eng stud we have developed little sense of the potential of smart tools. Think of the computer in this way as a smart tool or a piece of software (even MS Word as Sirc uses it). Pehaps we are just at the beginning of conceiving of how we can create "smart tools" for distributed learning in writing/composing pedagogy.

Gee says that most educational games produced so far are not good games.

Can you imagine a game involving Gee's principles focused on, say, classical rhetoric? on eco-composition? or on . . . ?

In my book chapter (yes I re-read it--had to!) I waxed kind of negative about games, while praising Gee. But that was then. This is a major current in serio-ludic composition, but as Sirc demonstrates, just one current.

Rebecca picks up on the secrecy of Sirc's pedagogy. In fact this chapter is the most revealing he's ever been about how to design assignments based on his philosophy. His earlier work is all theory of a sort.

I think his superpower would be the ability to cause others to want to try the freewheeling process/product ambiguity of the avant-garde.

At some point, Sirc writes that you need to become educated in hip-hop prior to teaching the hip-hop arcades project. Uh, OK. Problem is, I'd be great at the Springsteen/Dylan arcades but it would be a long uphill climb for me to learn enough about hip-hop.

Still, there's a lot of wisdom to glean even if not adopting willy-nilly.

Eh?

You didn't get DMAC theory?

Cornell--boxes. I take them figuratively as a spirit of associative, unalienated exploration.

Think back to Stroupe--Is there common ground between Sirc and Stroupe?

Good stuff, everybody.

albertoid said...

Hey, Lydia--

You URL is pointing to your own desktop, so even if you could link to it, we could not get there.

Everyone can go to google images and search cornell boxes.

Have fun.

Melanie said...

LOL RE Dave's crot in which ?I? really me also appear(s) before the second ?E? and Rebecca's Pop Quiz on Elbow "WITH HIS MIND!"

But I have a request: can we do some hands-on stuff in class next week, like the italics thing Lydia asked about? Show n'tell how to do?