Danielle Pierce
1 article-
Integrating and Evaluating Twine as a Mode for Training Course-Embedded Consultants in the Writing Center ↗
Abstract
This article explores how Twine, an open-source platform for interactive fiction games, was used to effectively train writing center staff participating in a course-embedded tutoring program. Writing center research, as well as our own survey data analysis, revealed a need to implement creative training methods that focused on the navigation of different classroom environments and the fostering of respected relationships between faculty, students, and course-embedded consultants. To respond to the need for additional course-embedded training materials, we created a supplemental scenario-based Twine training game for consultants embedded in first-year composition at Nova Southeastern University’s Writing and Communication Center. We asked consultants to write a response to their experience playing the game in order to assess the effectiveness of the Twine training. Our consultants reacted positively to the relevance of the scenarios provided within the Twine training but wished for further interactivity within the game itself. The positive reception demonstrated that Twine can be implemented as a creative solution for how to professionally handle situations that may occur in the classroom. We determined from the assessment that our future Twine training games need to incorporate clearer directions for navigation as well as more developed scenarios and answer choices for increased interactivity. We conclude that the affordances of Twine and other video game platforms can serve as an innovative way for staff members to interact with training materials that will help prepare them for the complex role as a course-embedded consultant. Keywords : Twine, gaming, scenario-based training, course-embedded consultant, writing center