This will most likely be my last post on video games and learning for my course with Jim Gee and Betty Hayes, and, though I’ve written about what games can mean for education and composition, I’ll focus this post on peer review because peer review (in small groups) has often gone poorly in my classes–as a student and teacher. I guess I find it difficult to believe it when someone says that peer review works well in FYC (in small groups), Sure, I’ve seen some groups come together and have some great conversations, but it happens so infrequently that relying on it as a major way for students to get feedback on their writing foolhardy.
They need to be taught how to talk about writing, how to do peer review, and the best way that I’ve been able to make that happen is with using the writer’s workshop.
What’s the problem? Students don’t feel the need to do peer review if they are simply waiting for my comments on their drafts. I get paid to comment, right? So, we got motivation problems. We also have the problem of decontextualized writing. Is there really a rhetorical situation (situated learning; strong identity as writer; disciplinarity & genre)? Is there really and audience (feedback system; collaboration)?
Writing to learn is a great idea. I do it all the time and see the value in it. Heck, I’m doing it right now, as I type forward with an idea, backspace when I don’t like something and begin moving forward again; as I cut and paste one section to a new location; when I think it’d be cool to add an image, search for it, edit it, and post it into an already published post–revision. This here is another learning principle of games, from Gee: “Encourage a distinctive view of intelligence: Encourage players to explore thoroughly before moving on, to think laterally, not just linearly, and to use such exploration and lateral thinking to reconceive one’s goals from time to time.” Isn’t this what writing to learn and the move away from an emphasis on product is all about?
And you’ve probably noticed that I’ve moved away from my initial intended focus on peer review. Lateral, baby! Lateral! Not linear.
And so, I’ve focused on what goes wrong in FYC. But what does it seemingly do well in terms of the learning principles of good video games?
First, the process movement and the portfolio system of grading work to lower the consequences of failure. Drafting allows students to write a “shitty first draft” as well as a second or third. And the portfolio allows students to choose the best of their work, leaving out texts that were good experiments that didn’t work out as final products.
Second, FYC sort of incorporates “just in time” verbal information/feedback. It isn’t as immediate as in a video game that can flash “Use the left thumbstick to crouch”; I can’t be there when a student writes and suggest possible courses of action, but teacher and peer review feedback (especially marginal notation) can approximate the “just in time” effect.
Third, at least in the case of FYC at the UW there are cycles of challenge, consolidation, and new challenges. Basically, the problems are well-ordered. Students begin by writing about a topic with using sources they don’t already have (inside them); they learn to have an opinion, write about their experiences, ideas, and beliefs. Then they take the concepts of writing they’ve learned and apply them to the synthesis assignment which asks them to read a couple sources–and analyze and synthesize those sources into an argument of their own. This all leads to the research paper, where they take the principles they’ve learned to complete a larger project.
Alice’s work has looked at how video games designers begin with thinking about what they want the players to be able to do within the game: what should they be able to do at the end of the game? what are the goals for players?
And these ideas are what have always been the starting point for me as a writing teacher designing curriculum. What do I want my students to be able to do at the end of the course and how can I build a syllabus that gets them there?
Although I don’t think school (with all its required coursework) will ever be capable of generating the same interest and motivation as video games, we have to remember that not everyone likes to play video games, just as many of my students may never like writing (of any sort)–not that with an open mind they may coul not see what of value vg’s and writing have, but I’m the same way; I don’t have any reason to do algebra. I balance my check book well enough, and I haven’t needed to calculate where I’ll meet my wife if she leaves the West Coast on a train traveling at X mph, while I travel from the East Coast on a bus at X mph. I just read the arrival times on the tickets.
But all this stuff about interest ans motivation doesn’t mean we, as educators, can’t do our best to design curriculum that will hopefully facilitate the learning of content.