Research Project on 106 use of New Media/Visual Rhetoric

pepper's picture

K-Dawg and I (that’s Ms Kristen Moore for those of you not in the know) are currently working on a research proposal for Empirical class that involves assessing to what extent, and in what specific ways, instructors are utilizing new media and visual rhetoric in English 106. The way I’m approaching the research is to wrap it around the fact that the 106 Goals/Means/and Outcomes do specifically ask for New Media in the class.

But do they? The GMOs state that students will “create and evaluate a variety of texts integrating verbal and visual elements.” So, take a poster. Doesn’t have to be made with a computer, doesn’t pass the Manovich definition of NM. Could a poster be made to highlight its materiality (ala a Wysockian definition)? Of course it could, but is this how such an assignment is presented in the class? Maybe, maybe not; but either way, I reckon nothing in “creating texts that integrate a visual element” necessarily suggests that it should be presented in this way (though I’d personally like it to be).

Further in, the GMOs do state that productions should be partially “computer-mediated.” O.K., we’re back in some possible Manovichian new media territory. However, “computer-mediated” could simply be interpreted as have your students make a Powerpoint presentation at some point in the semester. Sorry, but by my standards, that just isn’t cutting it in terms of computer-mediated possibilities.

So here’s my questions. I realize that GMOs need, to some extent, be necessarily broad enough for us liberal academics to feel like our freedom to do what we want isn’t being completely squashed. But are they too open in their current wording? Can’t an instructor completely disinterested or completely uncomfortable with new media composing interpret the current GMOs to the most basic level, where the inclusion of technology and visual rhetoric in the class becomes mere tokenism? And is this ultimately all right? In other words, are the GMOs written this way to purposefully allow for broad interpretation? Some instructors can take a pass through them, while instructors like myself and others can embrace them wholeheartedly and integrate them to heavy levels? Should I personally just shut up and be happy that I’m at a university that at least acknowledges at all the legitimate importance of the visual and the technological in composing?

I’m really interested in all of your feedback, for as this research goes forward, I want to balance my personal (and unrealistic) feelings that everyone should be doing rhetorically based, materiality focused, multimedia composition (and let the essay die for the love of God!) with the realistic expectations of what we can actually expect instructors to do.

Comments

lsoderlu's picture

Cool

I like this project. I've decided to focus on a different but related spate of issues in ENGL 419.

My approach will be all about why we're teaching stuff and how it comes into the classroom, because that's the more interesting issue for me. Thus as per your question about whether the current phrasing is too broad, I don't think so, as long as we place a high value on the reason (pedagogical rationale) why we are bringing the multimedia into the classroom. Also I think that the concern over what is and isn't new media seems less of a concern in the classroom. I'd love to hear arguments otherwise, I'm sure my perspective is limited.

Morgan S.'s picture

How do we assess the persuasiveness of new media?

Mark, I’m interested in this proposal. One of the questions I am having an increasingly difficult time answering is whether it is possible to quantitatively measure the persuasiveness of video games. Note that when I use the term persuasiveness, I am referring to the ability of a video game to persuade the audience of inherent, implicit ideologies.

I’m wondering what kinds of things you do (we can do) in class to introduce students to critiquing the medium of new media, especially video games. The reason this question is so central to my thinking right now is because of the things some of these games ask us to accept. Without actively considering the ideologies these games are assuming, or implying, I’m wondering if/how/how quickly/how seriously/etc. these students are willing to critique the claims these games are making, and when they do, what their reactions are. I think some of these claims can be really dangerous, especially in users who don’t ask critical questions about the claims these games make. Specifically, I’m wondering:

  • How do you get them recognizing the kinds of claims these games are asking students to buy into?
  • How easily do they accept the importance of critiquing these games?
  • How easily do they acknowledge that they are being asked to accept the “limitations” (Nick’s term from his presentation) within these games?
  • What are their reactions when they realize they are being asked to actively participate in, and, arguably, to accept, these ideologies?

Is there bleed over with more traditional genres of media that ask students to critiquq similar “limitations,” but perhaps in different ways?