Escaping the Sandbox: Technology, Writing, and Imagination

In the second chapter of Because Digital Writing Matters, the authors explore how teachers and students can use new technologies to teach and learn how to write. The authors point to three “strands” at the foundation of a writing curriculum that can be summarized in the following quote: “Supporting students in the process of writing, studying the craft of writing, and helping students analyze and understand the rhetorical situation for their writing thus remain hallmarks of an effective writing curriculum that aims to create, reflective, flexible, self-aware writers.” (43) They argue that the teaching of writing can still rest upon this foundation of “strands” and still incorporate new technologies that can actually accelerate and enrich the learning of writing. As an early example of technology enhancing how humans learn to write, the authors point to the computer entering the writing classroom: how this new technology replaced the typewriter and, to an extent, made the writing process less cumbersome and time consuming, as concerned its affect on revision, grammar, and publication. This idea is echoed by Manovich in his article “New Media from Borges to HTML”, in which he investigates what he calls “New Media” and its transformation of our concepts of art and artists (UX designers, video game designers, music video directors, and DJs) from traditional forms to more digital-based mediums. In section six of his article, Manovich writes, “When we use Photoshop to quickly combine photographs together, or when we compose a text using Microsoft Word, we simply do much faster what before we were doing either completely manually or assisted by some technologies (such as a typewriter).” Yet, Manovich, unlike like the authors of Because Digital Writing Matters, does not see technology as merely augmenting our learning and communication abilities, but points to algorithms functioning almost timelessly in the background of our machines free of any need for human interaction: a new entity that did not exist before.

Borges in his short story “The Garden of Forking Paths” seems to explore this human-text interaction. For me, the human-text interaction can be equated to the human-computer interaction, as both exist within a world of text or texts. Additionally, Borges' short story is a text from a text featuring a textual account of a mission to decipher and deliver a text and ultimately the discovery of another mysterious text. I think the prior sentence is an accurate summary of Borges’ work but I find it as inaccessible and uninviting to the reader as the short story itself. Manovich summarizes the story more gracefully, stating the Borges’ work and another article, “both contain the idea of a massive branching structure as a better way to organize data and to represent human experience.” Borges seems to be “playing” with the concept of how to write a text true to life when we live in a world built of text.

Oh right, Play, sorry for the delay. Adeline Koh, in her article “The Political Power of Play”, views the concept of Play as a powerful tool of both an educational and political nature that can expose hierarchical relationships, rather than the common sense notion of Play as “frivolous” and designated for children. Of her exploration of Salman Rushdie’s critique of the film Brazil by Terry Gilliam, Koh writes, “The location of the Brazil in the film Brazil is key because it represents imagination, the creative impulse and play; all three of which are deeply political as they allow the dreaming of alternate possibilities and realities.” We see this kind of play and disruption of logic in Borges’ short story about a Chinese male functioning as a German operative in the British military. Koh sees Play as serious and powerful, and the notion of imagining different realities allowing the audience to see outside of the existing social structure.

So, if Play is powerful, how much Play should enter into the writing classroom? Why don’t we just let the Play of students dictate future curriculum of writing as they maneuver through the writing process with these new tools? Or do we already? Why hold onto the foundation of those three “strands” mentioned above?

The following is a video segment from the cartoon Rick and Morty. In the episode (“Rixty Minutes”, Season 1 Episode 8), Rick programs the family television to play shows from alternate dimensions on each channel. I would suggest watching the full episode if you can, as it relates to many of the concepts in our readings for this week, but, if you could humor me, watch this video and then visit the website featured in it www.fakedoors.com. Thanks!


Comments

  1. I feel the three strands that they mention in chapter two provide a sort of tangible structure to the writing curriculum, and while I agree that play can be a powerful tool in the classroom, I think that allowing students to do too much on their own would disrupt the basic structure of the class. I have always seen the teacher's role as being more akin to a guide. By guiding students through new technology and genres of writing, I feel like the teacher could relinquish some of their power to students by allowing them to explore and learn at their own pace. However, I think there still needs to be some sort of parameters set in place by the teacher to ensure that students are learning what they need to while taking the course. I think a good example of what I'm describing would be this course. We have a lot of freedom to "play" but ultimately we will be evaluated on our ability to complete certain objectives. In my opinion, by allowing "the Play of students to dictate future writing curriculum" we would be potentially creating a classroom in which only certain students would thrive.

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  2. "How much Play should enter into the writing classroom? Why don’t we just let the Play of students dictate future curriculum of writing as they maneuver through the writing process with these new tools? Or do we already?"

    I think it's good to balance play with content otherwise you may be sacrificing information for a flashy packaging.The age group for this matters because when we are younger, I feel we are more receptive to learning through play because of active imaginations and cynicism hasn't kicked in yet.

    I like the connection to Rick and Morty and Borges. I made an annotation that Yu Tsun was more worried about the present and current outcomes of his actions and I think the fake doors salesmen is driving home a similar point. Sometimes we are tired of of the endless possibilities and need to follow through with a plan of action. The fake doors prompt new pathways without exposing you to them.

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  3. Based on your question of balancing "play" in the classroom, the answer can get blurry. The concept of play is one that has the potential to be severly misunderstood. Questions along the lines of "why would anyone let kids play in the classroom?" can be asked and this conflict is what intend to be the main idea of my response.

    With play, there are not only heirarchys revealed in the learning material, as you said. There is also a revelation of heirarchy in the educational system of the United States and probably several other countries around the globe! In a standard classroom setting, the teacher is supposed to be the source and the person in charge of disciplining and "teaching" chlidren from k-12. They are supposed to be trained in theor subject of chosen expertise and show qualifications that allow them to claim that auntority. With these requirements that are neded of a teacher, i think it is clearly visible the dependence on the "adult over child" model.

    Also, with the overwhelming obstacle of standardized tests taking over the freedom of pedagogy in the classroom, "play" as a concept doesn't seem to have much space to squeeze in. To concluse, what I would like to say is that the concept of "play" is one that has a lot of potential, but not much leverage to find its way into the classroom. The best way, in my opinion, to get it introduced into modern day pedagogical methods, is to clear up the air and have it clearly understood!

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    1. I kind of agree with you on the idea that the teacher is in a place of power in the classroom generally, but I also think we are largely seeing that change in modern classroom structure. Every year there is more and more focus on group work and student led lesson structure and the general trend is the teacher is there to introduce, set up, answer questions, and work as a facilitator but in an ideal classroom they are even encouraged to step back from facilitation in a lot of cases and allowing students to explore that facilitator role in the classroom discussions. In this shifting type of classroom it is much easier to imagine play coming back in as a concept that is allowed and encouraged. I think gone are the days where you just took practice tests all day, while you are still "teaching to a test" in a sense, they way you go about it has shifted quite far from the middle and high school classrooms we remember sitting in.

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  4. I think I fell for it. Fakedoors.com doesn't exist, right? I think the Rick and Morty example points to an aspect of play that Koh doesn't fully address. Play can be a rule-based, procedural kind of game, but it can also refer to experimentation, "playing around." While I think the implications for "gamifying" a curriculum are interesting and serious, I'm also interested in the amount of experimentation or risk-taking we encourage in our classrooms. To some extent, I think the unfinished and dynamic nature of digital writing platforms offer more play than ever before, giving students the opportunity to play around with concepts, sentences, arguments, etc., without committing them to a "final product." Sometimes, of course, such playing around leads to fake doors, or dead ends, but that is the kind of lesson we want students to learn. Writing and reading aren't about a linear road to improvement - they are stops, starts, steps backward.

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  5. Samuel, first off I want to say kudos for using all four of the readings and doing it so fluidly. I was interested to see how texts of varying topics could be correlated and you did an awesome job at that. Secondly, as I was reading through your post, I was struck by this idea of "play" and whether it does serve a purpose. Then I went to work at my after-school preschool job where, at play time, I was put into a patients chair and surrounded by five of my kids dressed up as policemen, doctors, and a prince. They each fought to be the doctor and take care of the patient(me), which made me think about this idea of play. This is tangible evidence that play is serious business, and that if used properly within the teaching writing it could have incredible results. I also liked that Manovich brought up that computers have become a medium that do not require human interference per se, but are now a new entity made up of interfaces and programs that can do the work. For instance, I think of the educational online platform "Extra Math" where videos play by themselves once a student logs onto that page, and records all answers or information inputted into its grading system. Which, now that I think about it, is also a form of play, isn't it? It is encouraging students to learn math through a system that challenges them through games, activities, and speed, something that is relatively new for the educational world.

    And since I've returned to the idea of play I want to attempt to answer your question with another one: if done correctly, isn't writing already a source of play? Isn't it already a form of creation, experimentation, and stretching the limits each and every time a student has to create something? The questions, I think, shouldn't be focused on whether play is beneficial within the classroom but rather how can we make it beneficial to our students.

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  6. As people before have mentioned, the inclusion of play in the classroom can be tricky. On the one hand, play has the potential for students to learn in ways that they typically may not. This can be especially helpful in accounting for a wide range of learning differences among students. On the other hand, as most everyone has pointed to, it has numerous risks: it could get out of hand, the students could not actually learn anything, the teacher's centrality in the classroom could be jeopardized, etc. But I am more inclined to agree with Alex's comment above, where he mentions that this level of experimentation in the classroom is helpful because it encourages risks, missteps, or mistakes. If we accept that these "failures" are important, we can embrace the lessons learned in failing across all aspects of our teaching (that is, beyond just any "play" parts we may choose to introduce).

    The real trick for me is determining how exactly play in the classroom leads to lessons learned. Especially in the moment, it may be hard to assess how much a student who is playing is learning. I think if we incorporate play into our curricula, we will also have to incorporate alternate methods of measuring success (because we won't necessarily have, say, a paper to grade, etc.). We would need to incorporate more reflection-based assessments of student learning, and we would need to assess students' ability to transfer the knowledge gained from play.

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  7. I imagine play as an important early step in the writing process. Maybe I'm limiting the potential of play in the classroom by restricting it to the beginning of the process, but I think the authors of BDWM are on the same page as I am - near the end of the second chapter, they suggest that writing instructors "Provide writers with a wide range of playful, low-stakes opportunities to brainstorm, freewrite, draft, compose, and edit...using computers, digital tools, communication technologies, and network spaces" (58). They don't imply that the future of the curriculum should be dictated by students' play, or that the final graded assignment would be created entirely by playing around with digital tools. I think I am on board with this point of view.
    I think a good example of this is out last class, when Alex had us all "play" with imovie in the digital studio. We all probably took some risks that we wouldn't if he made it clear he was going to grade the product of that classroom experimentation. We were able to laugh, try things out, and become more skilled by learning what worked and what didn't. I know that I left the room with some solid ideas for a digital story that would later be graded and shown to my classmates and professor.

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  8. Sam:

    Great post. I really appreciate how well you brought all four texts together. In response to your question regarding "play" I think there is definitely a balance that can be sought between "play" and the more rigorous exercises we typically associate with education and learning. Adeline Koh says, in her article that "challenges never stop, and that it is worth absolute failure for the win" (2). This is true in terms of play as well as in life. Play need not always be frivolous and education not only series. I am thinking of areas where these can overlap. As a big online video game player, I view "play" as anything but "frivolous." Do I consider it to be rigorous in the academic and educational sense? No. But there is something serious about competitive video game play. If I treat a raid in World of Warcraft as frivolous I will be kicked out of the group. These "raids" or missions require planning, teamwork, and execution, much like any number of academic tasks in the "real world" of academia and professionalism. The same is true for any team sport. I think that stressing the seriousness of certain forms of play is one way to bring it into the classroom. If we cam take play seriously in the context of sports or games why can't we incorporate it into the classroom and also take it seriously. I see no reason why we can't encourage experimentation and play in the classroom while still teaching the three "strands."

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  9. Much like everyone else here, I’m still mulling over how much play one should incorporate into their lesson plans. That said, I think open-world gaming is a really interesting vehicle for the exploration of writing. Zelda: Breath of the Wild on the Nintendo Switch is a good example of this, with many “forking paths” to take in a loose narrative. Players can veer off into parts of the world that others may never find. The objective isn’t just to beat the game, it’s to explore as much of the constructed universe as possible, and in some ways one can wirte their own narrative. I think a game like this (if the resources are accessible) is really helpful for getting 21st century students into the mindset of writing; to see their ideas as an open-workd first, and then tighten it through revision.

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  10. Hi Sam! To answer your question: I agree with everyone else, that there has to be a balance. I enjoyed the "Rick and Morty" clip because it incorporates play into the commercial that they were watching. They got to see something that is different than what they are used to. At times they were interested and engaged, but they ultimately got bored with it. I want to focus on the boredom for a moment and look at it from a classroom perspective. I think incorporating play into something like a writing class is a great idea, it allows students to think in many different ways. On the other hand, if the students were to go a completely different route than what we are generally used to, who's to say it might get lost on others?

    Even when incorporating play into the classroom, it is important to keep the three "standards" in mind as well. We have to support the student in their writing process, as creative and different it may be, but we must also help them so that it makes sense. In conclusion, play can be very beneficial, but I think there has to be some sort of balance (like having something that is related to what we typically know) so that the meaning of what our students want to say is not lost.

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  11. I naturally incorporate play into my lessons, sometimes to my own detriment -- I recently fell into an issues where the games I thought had clear purpose in my drama class were being dismissed as frivolous "fun" and not actually honing any technique in my classroom. I had to write an email to parents explaining exactly what is being posited here about Play: That it can engage students and be used for serious learning. I find that incorporating any set of rules that allow choice within a structured lesson can engage students in a way that more straight forward assignments just can't! They have to keep rules in their head, like a board game, but they're allowed to explore within those confines, testing limits and pushing boundaries. This is what comes naturally to me as a teacher, but I find myself facing criticism and doubt -- not really from my middle school students, but from high schoolers, college students, and their parents/guardians.

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  12. Teaching creative writing, I find myself pushing my students to 'play' in a variety of ways. I do this primarily in the invention and revision stages of writing. It's hard at times to get students to think creatively, so I (with the help of my peers) develop invention exercises that prompt students to write in a way they might not otherwise think of writing. Similarly, it's hard to get students to revise any kind of writing, and so revision exercises helpfully get students to consider their writing in different ways. Of course, these invention and revision exercises differ greatly in how playful they are: one invention exercise might just tell students to write a sonnet, but another might ask students to cut up newspaper and create found text poems; similarly, a revision exercise might just ask them to reverse the order of a poem, but it might also ask students to cut up their poem based on syllabics and reimagine the order. Both playful exercise trends towards arts-and-crafts (there are programs that can do similar things, which might interestingly create similar exercises with new media), but they push students to have fun with their writing and take risks with it--though they might not quite qualify as games.

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