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The Rhetoric Of Gaming In Academia

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Academics come in all Shapes and Sizes “All it took was once class period—Syllabus Day, at that—to convince me that the gamified classroom was an infinitely unique, innovative, and effective alternative to the traditional classroom” said Morgan Ebbs in his article on the “Benefits of Gaming in Academia”. When I saw the two words “Gaming” and “Academia” together I thought surly this must be a mistake or possibly a joke. I stood corrected. Morgan proved me wrong as the class “The Rhetoric of Gaming” proved Morgan wrong. I was utterly shocked when reading this article because It explained, what I thought to be the, impossible. The impossible was using the concept of entertainment as a tool for learning.
Morgan expressed his bias view on the gaming community in his article. He listed off some of the key stereo types you may think of when you envision a “Gamer”. Overweight, lives at home, consumed with games, …show more content…

He says he not only became a more involved student but much more creative thinker/ writer, and a valuable team member. Team work is crucial in the real world especially in the work place. I think that this class equipped all the student with skills they need to be successful outside of the classroom. This amazes me because the process was enjoyable for Morgan.
I believe this style of leaning should be more available in high school, not in college. I think this because high school currently does not equip students for college or the real world. This type of learning should be started at a younger age in order to prepare students for college. This article has shown me this topic and how important it is with today’s generation. Most kids goof off throughout the four years they are in high school therefor these students are ill equipped as is. But if we could excite the kids into learning and critically thinking, this would set the students up for success down the

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