Workshops will be held between 9am-noon or 1pm-4pm; lunch is provided for all workshop participants.
MW.2 PhronesisMOO: A Computers & Writing Conference Creative Community
Fenwick 1014B | 9:00 am - 12:00 pm
Kristopher Purzycki, Geoffrey Gimse
Following in the footsteps of past community online collaborative spaces such as the Technorhetoric Bar and Grill on MediaMOO and Haynes and Holmevik's LinguaMOO, this workshop will focus on creating PhronesisMOO, a new multi-user domain (MUD) to be released to the greater C&W community for continued development and engagement.
MW.3 Creating 3D Games with the (Free, Open-source) Blender Game Engine
Fenwick 4010 | 9:00 am - 12:00 pm
The free, open-source Blender Game Engine is utilized as an exploratory tool through which students may develop the rhetorical potential of their game literacy. Participants alter the default mechanics of simple arcade and maze games into an explicitly rhetorical digital artifact in order to examine the pedagogically useful ways this exercise can provide students with rhetorical mindfulness regarding real-world audiences.
MW.4 Creating/Revising Digital Project Assignments to Facilitate Writing Transfer
Fenwick 3001 | 9:00 am - 12:00 pm
Crystal Fodrey, Meg Mikovits
This workshop explores the relationship between multimodal, digital assignments and teaching for transfer. Participants are asked to come prepared with a current or potential multimodal assignment which they will work with to identify key terms/concepts/habits that they would want their students to apply to different writing situations both within and beyond their discipline, and then work in small groups to collaboratively (re)envision assignments to incorporate transfer-facilitating practices.
MW.5 Evocative Objects Workshop: Re-imagining the Possibilities of Material Objects and Multimodal Composing
Fenwick 4008 | 9:00 am - 12:00 pm
Jody Shipka, Jason Markins
By composing complex 3D (analog) object-texts, participants can re-frame the tendency in the field to associate multimodality with digital media or visual-verbal 2D object-texts. By doing so, participants challenge the assumption that these 3D object-texts are arhetorical or purely expressive instead of valuable scholarly, academic artefacts.
AW.1 Learning Aurasma (Augmented Reality App) to Engage with Place, Play, and Practice
Fenwick 1014A | 1:00 pm - 4:00 pm
April Conway, Thomas Javier Castillo
Based on a framework of psychogeography, nomadic pedagogy, mobile composing, and augmented reality theories and practices, participants work with augmented reality (AR) software to create site-specific multimedia compositions. Participants learn how to use the AR tool Aurasma as a way to learn, teach, and play as they compose across spaces with a sense of the critical, subversive, and reflective potential of the platform. Participants should bring an iOS or Android phone or connected device and should plan to download the Aurasma AR app beforehand. While free, account creation is required.
AW.2 Building User-Experience (UX) Research Centers
Fenwick 1014B | 1:00 pm - 4:00 pm
Laura Gonzales, Ann Shivers-McNair, Candice Lanius, Joy Robinson
Workshop leaders explore the role that user-experience (UX) research centers could play in a university setting. Participants discuss the practicalities of developing UX research centers on campus in order to promote relationships between these centers and universities, communities, and industries.
AW.3 Sparking Creativity: Digital Literacies for Your Invention-Based Composition Course
Fenwick 4010 | 1:00 pm - 4:00 pm
Jan Rune Holmevik, Amy Patterson, Chelsea Slack, Eric Hamilton, Shauna Chung, Shelly Lloyd, Victoria Houser
Participants receive hands-on experience with Adobe Spark and Behance, learning how to use these creative tools to transform their composition courses into unique invention-based learning experiences.
AW.4 Zork’s Revenge: The Return of Interactive Texts to Writing Courses
Johnson Center A | 1:00 pm - 4:00 pm
Daniel Frank, Christopher Wyatt, Lauren Woolbright, Daniel Cox
Through playing examples of interactive fiction games and then learning how to use the tools to make them, participants create a basic interactive work, learning strategies for incorporating interactive fiction in assignments and curriculum for their own courses and writing programs.