CFP: Gamification in the RhetComp Curriculum at the Northeast Modern Language Association (NeMLA) 2020 (NeMLA)
Organization: Northeast Modern Language Association (NeMLA)
Throughout the past decades, gamification has become an increasing part of training experiences. To define the term quickly, gamification involves the application of game play mechanics to normally non-game-based activities to increase successful activity and performance. Gamification can involve the use of popular video games, adaptations of game shows like Jeopardy, simple chalkboard games like Hangman, or a variety of rhetorical approaches that introduce gaming components into another field.
As the 21st century has become increasingly defined by social and interactive New Media, the importance of gamification theory and pedagogy needs to be continually re-evaluated and emphasized, especially in Rhetoric and Composition curricula that form the basis of first-year academic experience. What are the rhetorical properties of game play and how can we adopt them into successful Composition classroom pedagogy?
This panel seeks to contribute to discourse on gamification theory and practice and its adaptation into practical pedagogy in the RhetComp field or similar areas of academic study.
Topics might include:
1. Storification or how to adapt rubrics and lesson plans into narration
2. Roleplaying, including the use of roleplaying games like Dungeons & Dragons
3. Using video games and the practicality of using videos games when the instructor doesn’t play video games and lack of access to technology makes video games impossible
4. Adding multimedia components to increase interactivity
5. Kinesthetic learning
6. Collaboration, competition, and team-building
7. Student goal-setting
8. Rewards, bonuses, badges, and extra credit
9. Leveling up and scaffolding
Learn more about NeMLA here: https://www.buffalo.edu/nemla/convention.html
Submit abstract of 300 words by September 30 to email@example.com