brainstorming

By Jane Lausten, 3 October, 2018
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Abstract (in English)

In my home discipline of 19th Century Literature, Franco Moretti pioneered the notion of “distant reading,” in contrast to the close reading beloved by New Critics and deconstructionists alike. While close reading’s value to student engagement with both literary texts and their own writing in both classroom and writing center contexts has been demonstrated in practice, what about the value of distant reading for these endeavors?

Distant reading is known for the “graphs, maps, trees” of Moretti’s work of the same name; the results of a textual encounter with the CATA software Voyant remind one very much of a perusal of one of his scholarly works. Engaging with a literary text with CATA software enables students not only to read digital texts but also to contextualize the work on a larger scale, noting patterns of language, structure, and so forth, thus creating material for an effective distant reading.

Distant reading also comes into play in the writing center. CATA software useful in assisting students with brainstorming and reading technique within the writing center, enabling them to approach texts in critical ways. In addition, writing center studies themselves form a suitable subject for distant reading. Just as Moretti’s distant reading helps us understand trends in cultural production by looking beyond a narrow range of canonical texts, distant reading in the writing center can help us to draw patterns in understanding the actual needs of student writers.

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Description (in English)

Tiltfactor is delighted to be able to share some design methods with the public. Developed as part of the Values at Play project, the Grow-A-Game cards are widely in use in both K-12 and University classrooms. Using Grow-A-Game, groups of people brainstorm novel game ideas wich prioritize human values. While no prior game design experience is necessary, both experienced designers and those new to the field will have fun making games. In response to consumer demand, our team has created three distinct sets of the cards, with each version designed specifically to meet the needs of a particular user group. Apprentice, designed for 10+ beginners, as well as educators to use in classrooms and after school programs, focusing on digital game examples; Classic, designed for general users or those without much experience with digital games who are interested in exploring values-conscious design; Expert, geared toward advanced students for expert designers. This version is intended to complement more conventional brainstorming methods and without example games to modify. (Source: http://www.tiltfactor.org/game/grow-a-game/)

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