Dosequis does what again?

Just a quick post on Thomas Derrick's article on the DOSequis game that he plays in class-- perhaps I'm just an idiot and am missing something here, but I don't see the overarching pedagogical point of the game that he devised. Am I remiss in thinking that when students switch monitor cables and then play what appears to be an elaborate game that exists somewhere between "20 Questions," "Telephone," and "Madlibs," they're not really doing very much work in the class? I think the game is cool, don't get me wrong, but, and perhaps it's because I'm just missing the context in which the game is being played, I don't understand the larger focus in making up sentences in coordination. I like the "blind, collaborative composition" idea, but where's the rationale for having students create a discreet piece of writing around keywords? Are the lessons all about relying on collaborators to create projects in a very unreal writing situation? If the game doesn't have a relative real-world parallel, then will students understand its value? I guess I;m looking for where and when the meaning of the exercise is transmitted to the students performing the work.
I do appreciate his larger claim that "games that employ the computer as a dumb translator often exploit the intelligence of student writers," understanding that "exploit" is meant in a positive way. I'm also sure that I don't use games in Freshman Comp because I haven't had positive experiences in using them before.
Perhaps the main issue that I'm wrestling with here doesn't necessarily have to do with the game in particular, but with how we employ "fun" uses of technology within our classrooms. I just assume that a number of instructors use tech as a crutch that they know students will engage with without thinking about the rationale for its use. That's something that I'm sure will come up again and again throughout the semester.
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A game and a rationale
Hey Ehren. At the risk of admitting this, I'm not much of a gamer, and therefore I wouldn't think to include a computer game in my writing classes. However, my very clever and esteemed 106 mentor introduced my group to "advergaming" or "newsgaming." Perhaps you're already familiar with them, but Sam gave us a list of games that are arguing or advocating for an issue. Topics have included the genocide in Darfur, animal rights and KFC, as well as the overall inhumane corporate practices at McDonalds. Anyway, after introducing and discussing in class the definition and forms of advocacy, we (me and my mentor group) give our students in-class time to play these games online. Then I ask my students to continue playing for "homework." The next day I put my students into groups according to which game they want to write a response on. In groups they have to identify the socio-political issue being portrayed, what the argument is, what rhetorical strategies are being used to convey the message, how the design and mechanics of the game contributes to the effectiveness of the game's message, and, overall, is the game effective at advocating its issue as well as why and/or why not. As a follow up to the group discussion, each student has to write a 2-3 page response addressing the above issues. In general, I think students really like the assignment partly because they think they're getting away with something by getting to play and partly because I think they understand the rationale in examining the game as a rhetorical device. I've attached the assignment I use in class, along with links to the games, in case you or anyone else is interested.
CE