Playable Case Studies: A New Educational Genre for Technical Writing Instruction

Jon Balzotti Brigham Young University ; Derek Hansen

Abstract

A Playable Case Study (PCS) is a hybrid learning experience where students (1) participate in a fictional narrative that unfolds through an immersive, simulated environment and (2) engage in classroom activities and lessons that provide educational scaffolding and promote metacognition through in-game and out-of-game experiences. We present the Microcore PCS to illustrate the potential of this new type of experiential simulation that incorporates aspects of Alternate Reality Games (ARGs) to increase immersion and teach workplace literacies in the technical communication classroom. We explore results from a pilot test of Microcore with an undergraduate technical communication course, identifying design strategies that worked well and others that led to improvements that are currently being incorporated. We also provide questions to prompt future research of playable case studies and discuss our findings in a broader context of technical communication pedagogy.

Journal
Technical Communication Quarterly
Published
2019-10-02
DOI
10.1080/10572252.2019.1613562
CompPile
Search in CompPile ↗
Open Access
Closed
Topics
Export

Citation Context

Cited by in this index (4)

  1. IEEE Transactions on Professional Communication
  2. Technical Communication Quarterly
  3. Technical Communication Quarterly
  4. Technical Communication Quarterly

References (39) · 9 in this index

  1. Education
  2. 10.1300/J125v13n01_07
  3. Computer games and technical communication: Critical methods and applications at the inte…
  4. Engaging ideas: The professor’s guide to integrating writing, critical thinking, and acti…
  5. International Journal of Engineering Education
Show all 39 →
  1. 10.1162/IJLM_a_00086
  2. Best Practices in Writing Instruction
  3. 10.17226/9853
  4. 10.4159/harvard.9780674735606
  5. Technical Communication Quarterly
  6. Technical Communication Quarterly
  7. Rhetoric Society Quarterly
  8. Journal of Technical Writing and Communication
  9. Handbook of research for educational communications and technology
  10. Handbook of research for educational communications and technology 2
  11. Computer games and technical communication: Critical methods and applications at the inte…
  12. Journal of Business and Technical Communication
  13. The gamification of learning and instruction field book: Ideas into practice
  14. 10.4324/9780203164754
  15. Multimodal discourse: The modes and media of contemporary communication
  16. 10.1017/CBO9780511815355
  17. Teaching for transfer: Fostering generalization in learning
  18. Game work: Language, power, and computer game culture
  19. 10.1037//0022-0663.92.3.492
  20. Technical Communication
  21. Teaching for transfer: Fostering generalization in learning
  22. Techniques: Connecting Education and Careers
  23. Foundations for teaching technical communication: Theory, practice, and program design
  24. 10.4018/ijgbl.2012070103
  25. 10.1016/B978-0-08-097086-8.92040-3
  26. 10.1075/pbns.188
  27. Technical Communication Quarterly
  28. Technical Communication Quarterly
  29. Case methods in teacher education
  30. 10.1187/cbe.12-03-0033
  31. Technical Communication Quarterly
  32. The global achievement gap: Why even our best schools don’t teach the new survival skills…
  33. College Composition and Communication
  34. Technical Communication