Abstract
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.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have