“It was really frustrating,” “I was annoyed,” “I dislike Second Life,” “Hell.” –Student Responses to Second Life, “Second Life: An Interactive Qualitative Analysis”
“The word ‘game’ can lead you astray: when I say ‘game,’ I mean a set of rules by which truth is produced.” –Michel Foucault, Ethics: Subjectivity and Truth
Jennifer deWinter, Daniel Griffin, Ken S. McAllister, Ryan M. Moeller, and Judd Ethan Ruggill
In helping students become critically engaged in the world and able to communicate effectively, instructors invariably teach a variety of literacies in any classroom.
Educators have long been receptive to the educational potential of new technologies and teaching methods. Several excellent arguments for innovation can be found in a 1930 article titled "Educating the Twentieth-Century Youth," which advocates the use of new media like "[t]he stereograph, the stereopticon slide, the motion picture, and the radio," citing changing expectations from students, the advantages of experiential learning, and new realities of global politics and commerce (Dorris 77).