Immersive Pedagogy: Teaching Videogames In and Out of the Classroom

digitalbrownbag

As part of the Digital Brown Bag Series, a series of talks on various ways one might incorporate digital tools into their teaching and scholarship, tomorrow, November 14, from 12:00 – 1:00, I am giving a presentation on “Immersive Pedagogy: Teaching Videogames In and Out of the Classroom” at the University of Pittsburgh in room 435 of the Cathedral of Learning. Here’s a brief description of what I will be addressing:

Teaching videogames present a number of pedagogical challenges and possibilities that are not involved with teaching more traditional media objects. Many things can go wrong when teaching videogames: they can (and do) frequently break down or are incompatible with certain machines; they are hardware dependent, thus limiting the games that can be included in a syllabus; they are actionable rather than passive—they need to be played—meaning that students with less familiarity or skill with videogames can struggle. But videogames also open up a number of pedagogical avenues that are unavailable to other media: they can be radically immersive, collective, and social, reconfiguring the classroom into a virtual space that can extend significantly beyond the physical boundaries of traditional instruction; they provide new ways of looking at and interacting with media objects in the classroom, promoting new pedagogical methods of critical engagement; and they are, inevitably, fun, inviting students to participate in what I call “critical play.” This presentation will discuss some of the logistical, critical, and theoretical challenges presented by teaching videogames, how these challenges might be addressed, and some exciting pedagogical possibilities that are opened up by bringing videogames into the classroom. The presentation will conclude with an interactive demonstration of how one particular videogame, The Stanley Parable (Galactic Café, 2013), might be taught. (This talk largely reflects my experiences teaching Narrative and Technology.)

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