Follow the links below for descriptions of our assignments.
Due Dates: These papers are due prior to the beginning of class on 9/17, 9/24, 10/15, 10/22, 11/19, 11/26, 12/3, 12/10
Throughout the semester, you will complete Micro-response papers on our readings. These are very short papers (300 words) in which you will do two things: 1) Summarize the reading; 2) Present a brief analysis of the text that considers what it has to do with composition.
Summary (200 words)
Your summary should explain what the reading says. Given that you'll be summarizing some fairly long readings in only 200 words, you'll need to decide what the most important ideas of the chapter are and what ideas can be left out. These summaries should be written in your own words, and they should make very minimal use of direct quotations from the text. Since you only have 200 words, you don't have much space for quotations. The idea here is to show that you understand what was said in the chapter and that you are able to put the chapter's key arguments in your own words.
What does this have to do with composition? (100 words)
This course is about considering the similarities and differences between composition (writing words) and computer programming (writing code). As we read, we will be considering what discussions of computation have to do with written composition. So, in this section of the Micro-response papers you'll be tasked with writing 100 words that speculate as to what our readings about computer programming have to do with writing.
The most difficult part of these papers will be saying what you want to say within the 300 word limit. This is part of the assignment. These assignments are designed so that you will have to make difficult decisions about what does or does not belong in the paper. This means that you should plan on writing multiple drafts of these papers and considering carefully how you make use of your 300 words.
When providing feedback, we will be looking for the following:
After reading excerpts of Persuasive Games, you should be able to explain and analyze the procedural arguments made by videogames. We'll put those skills to the test by working in groups to conduct such an analysis.
We'll be asking this: How do the game's mechanics make arguments? What are those arguments? What is the significance of those arguments? Remember that procedural rhetoric is different from verbal rhetoric, visual rhetoric, or textual rhetoric. The images and text of the game do in fact make arguments, but that is not what we're focused on here. Instead, your task is to examine the procedures of the game and to explain how those procedures mount arguments.
The questions you'll address in your brief response paper are: How does the game work? How does the game use computational procedures to make an argument? What is that argument and what is its significance? What claims about how the world works (or how the world should work) does this game make?
Papers should be no longer than 1000 words (roughly: Times New Roman, 12 point font, four double-spaced pages) and should be uploaded to Dropbox.
When providing feedback, we will be looking for the following:
This project will provide you with the opportunity to create a videogame that uses procedural rhetoric to intervene in a controversial topic. In groups, you will create a game that makes an argument about one of the chapters in Blown to Bits. You will also present your game to the class, explaining your group's issue and how your game sheds light on that issue.
Game
You will use the programming language Scratch to create a game that makes a procedural argument. The primary requirement is that the game uses procedural rhetoric to address the issue in your group's assigned chapter. This may require that you research the issue beyond what's provided in Blown to Bits. You should become experts on your chapter, and you should be able to answer questions about why the issue is of importance.
You will have ample class time to learn Scratch during workshops (and during CS 202) and to work with your group members to build your game. You will also have opportunities to test your games by having classmates outside of your group play versions of your game. Note that there are due dates for versions of the game. While there are not specific benchmarks for these versions, each version must be a playable version of the game. For instance, while version 1.0 will not incorporate all features and may only be a rough sketch of what you have planned, it must be a playable game.
Presentation
Throughout the game design process, you will also be crafting a 15-minute presentation about your game. You will be gathering information for the presentation and planning out how you will explain your game to the class. Early stages of this planning may be notes and an outline, but it should be progressing toward a 15-minute presentation that you will deliver on November 5.
Your group's presentation will explain the context of your game, the issue your game addresses, and the procedural arguments that your game makes. You may use any presentation software, but you should plan to incorporate visuals. All members of the group must speak during the final presentation, and you should be prepared to answer questions (as audience members for other group presentations, you should be also be prepared to ask questions).
DesignLab
During your work on this project, you must meet with the consultants at DesignLab at least twice. The consultants at DesignLab can help you with both your game and your presentation by offering advice about how to best present your argument or explain your issue. Note that DesignLab is not a "help desk" and is not focused on providing answers to questions about software (these kinds of questions should be directed toward me and Deidre). Instead, DesignLab consultants are available to help you with creative development and planning.
When providing feedback, Deidre and I will be looking for the following:
Due Dates:
December 3: Game version 4.0 due, paper draft due
December 10: Game version 5.0 due (final version of game), paper due
During our Picoboard workshop, we discussed how humans and machines form complex assemblages. Whether we are riding a bicycle or using a sensor board, humans are coupling with technologies. Humans can be part of machines that include digital technologies, procedures, physical spaces, and other humans. We also discussed affordances, the qualities of objects that encourage or allow certain kinds of activities. Just as a desk affords writing, leaning, or holding a cup of coffee and flat ground affords standing, Picoboards afford various kinds of interaction.
Keeping these discussions in mind, your task for this project is to continue the development of your videogame using a Picoboard. Your incorporation of the Picoboard should move beyond using it as a joystick or controller. Instead, you should be thinking about the sensor board's affordances and about how it can be part of a complex assemblage that includes your game, the computer, the Picoboard, the player, physical space, and multiple other entities. Picoboards allow us to incorporate the human body into the game, extending our procedural argument beyond the screen and the keyboard. You should be considering how the Picoboard allows you to intensify or complicate the procedural argument of your game.
In addition to developing a new version of your game using the Picoboard, your group will write a 500-word explanation of how you incorporated the Picoboard. That paper should incorporate our readings to explain how the sensor board extends your procedural argument into physical space and how it intensifies, complicates, or (possibly) changes your procedural argument. This paper should be focused, concise, and (like all writing in this class) it should go through multiple revisions.
When providing feedback, Deidre and I will be looking for the following: