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Setting Up a Studio Environment for Multimedia Projects
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Matt Jones CC BY-NC-SA 3.0
Whenever I teach, I always assign some form of multimedia project, and these practices have helped to set up a studio environment where collaborative multimedia projects can thrive. Rather than post an explicit lesson plan to our site, I thought I’d run through a set of practices that have been successful for me over a few courses.
The pedagogical goals for this assignment are to have students think about what multimedia production skills they already possess and what skills they'd like to develop. Further, these practices foster a collaborative environment where studetns learn to work together toward common goals.
Since these are a set of practices rather than a specific use of a technology, what follows can be adapted to any classroom. Because most of the classes I teach are in rooms with computers for the students, I'll assume such a setup. Mainly, the students need some way to communicate with each other outside of class. I use PBWorks wikis for this aim, but a class blog or even email can be used to coordinate student skills.
While each course's specific assignment may vary, I've sucessfully implemented these practices in many student projects. These projects have ranged from creating infographics to video games to ebooks. What I hope to achieve from these practices is a form of student autonomy that places responsibility for their work squarely with students.
For this aim, it's important that the assignment's product have some form of value outside of the classroom. Digital media needs a real audience, one beyond just the teacher in a particular course. With this in mind, I require that any multimedia project that students create have some venue in which it is showcased. This can be something as simple as posting it to Facebook, or something more complex such as publishing an ebook in Apple's iBookstore. Hopefully, by having an audience beyond the classroom, students will attribute more value to the rhetorical work they do. These projects aren't just for a grade in a self-contained course, but instead rhetorical practices that work upon the networks they inhabit.
Secondly, I set up a type of Craigslist for student skills. Early in the semester, I have students post a brief biography detailing their current skills in multimedia production and skills they'd like to develop. I normally create a new wiki page for students to populate, but this can be done via a course blog or a mass email. This particular stage in setting up the studio environment requires that students think about their relationships to multimedia and the ways they can create in these modes. Undoubtedly, I have students who begin this stage thinking they have no skills in multimedia whatsoever, but a brief class discussion usually gets students thinking about the digital discourse communities they already belong to. Some may be avid social media prosumers, while others may keep Twitter or Instagram accounts.
A further advantage to these Craiglist-style bios is that students can self-select collaborative groups. If, for example, one student has a great idea for a video game, but no skills with Photoshop, the bios are a first step to making those need-based connections. Plus, because students are shopping for skills among their classmates, they tend to create more organic groups with a common goal. This practice seems to reduce the occurances of group members who refuse to contribute to a project and let others "take up their slack." Common interests drive group formation, so individual students are less likely to be bored with the project.
As a final bonus from this practice, because groups are formed based upon skills, sudents tend to create affinity groups that share knowledge. Students teach each other their skills, and thus all participate in the production of the project. While there is the risk that students will only practice what they are already good at, experience has shown me that this isn't the case. Students are genuinely interested in the common goal they've set, and hence, they all work to create a quality product.
The final practice I do in the classroom is to give students time to play. Multimedia takes some time to create, and scheduling in-class time to experiment is extremely important. Digital technologies ask that we manipulate them, to try out hypotheses regarding their rhetorics and grammars. Groups need time to teach each other skills, and studio work days are important for this task.
As I've indicated above, this is more a set of classroom principles rather than a specific lesson plan. However, they've worked well for my students, especially when they are working with multimedia. A familiarity with programs like Photoshop, GIMP, Illustrator, Inkscape, inDesign, iMovie, Audacity, or GarageBand can help, but I've found the single most important skill to have is flexibility. No instructor can possibly know all there is to know about these multimedia creation applications, so a willingness to learn from students is paramount.
Since this is a set of practices rather than a specific lesson, there aren't any explicit instructions to students beyond what I've outlined above. However, the following may be helpful when attempting to set up a Craigslist-style skill listing:
In a brief paragraph, outline your interests in the upcoming project, listing any type of multimedia you would be willing to work in or learn. The aim here is not necessarily to give only those programs you're already confident in, but instead your interests in creating multimedia using some applcations.
Because I use the Learning Record Online for all of my courses, the practices outlined above aren't assessed in the traditional sense. I circle the room on studio days, talking with students about what problems they may have run into and to get a general sense of the project's progression. The Learning Record allows for these documented processes to be used as evidence for learning, so the multimedia product is much less important than the processes students go through to create their project.
A successful project is one where students learn new ways of communicating in multimedia, and learn to collaborate with likeminded individuals toward a common goal.
As I've indicated above, these pracitces have been sucessful in a variety of group projects. I've used this with an infographic assignment, a video game prototype assignment, an actual working video game assignment, an interactive image assignment, and an ebook assignment.
I have successfully used this studio environment in RHE 306, RHE 309K, RHE 312, and ENGL 314J. I'll give each course description below.
RHE 306:
This course is designed to prepare you for the academic writing you do at the University of Texas and writing you will do in your careers and personal lives beyond UT. It is a course designed to teach you not what to think, but how to think on your own. Ultimately, you should learn to be a better thinker, who is able to think critically about topics, other people, and yourself; a better rhetor, who is able to analyze a specific situation and adjust your writing to fit accordingly; and a better communicator, who is able to express ideas effectively.
It will include three units with each unit culminating in a composition and including writing instruction that supports the drafting of that composition. Composition is a broad term including symbolic efforts in a variety of media (including video, audio, and web-design, to name just a few). Many lower-division RHE courses (such as RHE 315 and 312) encourage or even require composition outside of the traditionally imagined prose essay. Nevertheless, the written component of every lower-division RHE class must meet the writing flag requirements as stipulated by the college. These written assignments may include a variety of genres, including narrative, argument, analysis, or critical reflection. (“Creative” writing assignments—plays, fiction, poetry—are not suitable genres for formal writing assignments.) As required by the college, each major writing assignment includes a peer review process. You will also complete informal writing exercises that prepare you to do the writing necessary in your formal assignments.
RHE 309K: The Rhetoric of Video Games
This course seeks to explore video games as a modern discursive medium. Far from being mere “mindless entertainment,” many video games make explicit or implicit arguments about gender and sexuality, economic systems, corporate practices, geopolitics, and both real and imagined societies. What arguments do these simulations and simulacra mount about how the world is? What arguments do they mount about how the world should be?
Much of the past and current study of digital rhetoric seems to look at the content of computers through applying older means of rhetorical analysis, looking at the text and images contained on computers rather than the processes through which this content is represented. What we seek to explore is a relatively new field—procedural rhetoric—and the ways this new field can inform video game criticism. How do the procedures inherent in video games make arguments about the world?
The course will include three major units with each unit culminating in a composition and including writing instruction that supports the drafting of that composition. Composition is a broad term including symbolic efforts in a variety of media (including video, audio, and web-design, to name just a few). Many lower-division RHE courses encourage or even require composition outside of the traditionally imagined prose essay. Nevertheless, the written component of every lower-division RHE class must meet the writing flag requirements as stipulated by the college. These written assignments may include a variety of genres, including narrative, argument, analysis, or critical reflection. (“Creative” writing assignments—plays, fiction, poetry—are not suitable genres for formal writing assignments.) As required by the college, each major writing assignment includes a peer review process. You will also complete informal writing exercises that prepare you to do the writing necessary in your formal assignments.
RHE 312: Writing in Digital Environments
This course explores rhetoric across a variety of modes: verbal, visual, aural, procedural, haptic, and kinesthetic. “Writing,” in this sense, refers to a variety of inscription technologies. For example, it can be communicating through text on a screen, through the rules of a game, or through the layout and colors in an image. In this course, we will create a variety of digital communications, most with a purpose of persuasion. In doing so, you will learn about digital discourse communities and will eventually present an argument to a chosen digital community.
Each form of media brings with it a set of affordances and constraints. Much of digital media relies upon the logics and metaphors of earlier forms of media, but does present new avenues of distribution and production to a wider range of people. In this course, you will analyze various forms and communities of digital communication and reflect upon these affordances and constraints. Hopefully, you will leave the course with a greater awareness of not only the communicative power of digital media, but also some of the limitations it imposes upon its users and producers.
The course will three major units, with each culminating in digital composition and textual reflection. Throughout the process, you will participate in peer review of your compositions and maintain evidence for use in your Learning Record.
ENGL 314J: Literature & Video Games
In the popular press, literature and video games are frequently positioned as enemies fighting over time. In a recent Slate article, for example, journalist Michael Thompson states that in the time it takes to play one modern video game, “You could read War and Peace, for instance, then follow it up with Thus Spoke Zarathustra and a few starter courses in a new language” (par. 1). Further, the often-cited 2004 National Endowment for the Arts’ Reading at Risk report places video games among other forms of electronic media as “competing” with literature. But both of these sources (and countless others) fail to examine the more complex connections video games have had with literature over the past sixty years. What at first began as a parasitic relationship of video games borrowing, adapting, or extending literary themes, characters, and plots has now become more symbiotic, with both media now remixing each other.
Rather than view video games and print literature as contenders for precious time, this course seeks to explore the ways literature and video games impact one another. That is, this course looks at literature as a practice and not merely a collection of artifacts. Using video games as a frame through which to study literature, we will work our way through a variety of genres, including fables, fantasy, epic poetry, historical fiction, science fiction, mystery, and gothic fiction. This course helps students prepare for upper-division English classes (as well as a wide range of upper-division courses in other UT programs and departments) by focusing on close reading and critical writing, and by introducing formal, historical, and cultural approaches to literary texts. Students will learn how to use the online Oxford English Dictionary as well as other resources essential to literary study.
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