This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal literacies that is appropriate to meet the needs of twenty-first-century learners. This article both describes a theoretical rationale for the inclusion of video and computer games in the classroom and also offers suggestions for their practical pedagogical incorporation.
CITATION STYLE
Vie, S. (2008). Tech Writing, Meet Tomb Raider : Video and Computer Games in the Technical Communication Classroom. E-Learning and Digital Media, 5(2), 157–166. https://doi.org/10.2304/elea.2008.5.2.157
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