“Games offer space to explore historical action. Stephen Ortega suggests bringing games into the history classroom as a way to look not only at the representation of history but also at the impact of action: as Ortega explains, ”games give the player the opportunity to explore historical possibilities and to consider the issue of historical contingency.” It’s easy to dismiss games as flawed, oversimplified representations of history, and of course most games give players agency that makes it impossible to present history as a fixed narrative. In Ortega’s syllabus, however, that very lack of nuanced representation becomes a strength of using games to inspire discussion and research.
- Writing about games can be an exercise in communication. Stephanie Vie explores the possibilities of video game walkthroughs, an overlooked genre that gamers consult for solutions to difficult puzzles or boss fights. Such walkthroughs demand the writer to be attentive to the needs of their audience and focus on clarity of communicating, as Vie notes: “It can excite students about the fundamentals of professional and technical communication while also introducing students to the rhetorical notion of revision for a particular audience.” This type of project is particularly great as students can see the results of their communication when someone tries to follow their walkthrough in play.
To read further please click here: http://chronicle.com/blogs/profhacker/lessons-from-teaching-with-games/59247