Keywords
computer-based learning, curriculum design, digital technologies, instructional technology
Abstract
A Playable Case Study (PCS) is a hybrid learning experience where students (1) participate in a fictional narrative that unfolds through an immersive, simulated environment and (2) engage in classroom activities and lessons that provide educational scaffolding and promote metacognition through in-game and out-of-game experiences. We present the Microcore PCS to illustrate the potential of this new type of experiential simulation that incorporates aspects of Alternate Reality Games (ARGs) to increase immersion and teach workplace literacies in the technical communication classroom. We explore results from a pilot test of Microcore with an undergraduate technical communication course, identifying design strategies that worked well and others that led to improvements that are currently being incorporated. We also provide questions to prompt future research of playable case studies and discuss our findings in a broader context of technical communication pedagogy.
Original Publication Citation
Balzotti, J., & Hansen, D. “Playable Case Studies: A New Educational Genre for Technical Writing Instruction.” Technical Communication Quarterly. (2019): 1-15.
BYU ScholarsArchive Citation
Balzotti, Jonathan and Hansen, Derek, "Playable Case Studies: A New Educational Genre for Technical Writing Instruction" (2019). Faculty Publications. 9733.
https://scholarsarchive.byu.edu/facpub/9733
Document Type
Peer-Reviewed Article
Publication Date
2019
Publisher
Technical Communication Quarterly
Language
English
College
Marriott School of Business
Department
Information Systems Management
Copyright Status
© 2019 Association of Teachers of Technical Writing
Copyright Use Information
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