Matching Items (3)
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Description
This project draws on sociocognitive rhetoric to ask, How, in complex situations not of our making, do we determine what needs to be done and how to leverage available means for the health of our communities and institutions? The project pulls together rhetorical concepts of the stochastic arts (those that

This project draws on sociocognitive rhetoric to ask, How, in complex situations not of our making, do we determine what needs to be done and how to leverage available means for the health of our communities and institutions? The project pulls together rhetorical concepts of the stochastic arts (those that demand the most precise, careful planning in the least predictable places) and techne (problem-solving tools that transform limits and barriers into possibilities) to forward a stochastic techne that grounds contemplative social action at the intersection of invention and intervention and mastery and failure in real time, under constraints we can't control and outcomes we can't predict. Based on 18 months of fieldwork with the Sudanese refugee diaspora in Phoenix, I offer a method for engaging in postmodern phronesis with community partners in four ways: 1) Explanations and examples of public listening and situational mapping 2) Narratives that elucidate the stochastic techne, a heuristic for determining and testing wise rhetorical action 3) Principles for constructing mutually collaborative, mutually beneficial community-university/ community-school partnerships for jointly addressing real-world issues that matter in the places where we live 4) Descriptions and explanations that ground the hard rhetorical work of inventing new paths and destinations as some of the Sudanese women construct hybridized identities and models of social entrepreneurship that resist aid-to-Africa discourse based on American paternalism and humanitarianism and re-cast themselves as micro-financers of innovative work here and in Southern Sudan. Finally, the project pulls back from the Sudanese to consider implications for re-figuring secondary English education around phronesis. Here, I offer a framework for teachers to engage in the real work of problem-posing that aims - as Django Paris calls us - to get something done by confronting the issues that confront our communities. Grounded in classroom instruction, the chapter provides tools for scaffolding public listening, multi-voiced inquiries, and phronesis with and for local publics. I conclude by calling for English education to abandon all pretense of being a predictive science and to instead embrace productive knowledge-making and the rhetorical work of phronesis as the heart of secondary English studies.
ContributorsClifton, Jennifer (Author) / Long, Elenore (Thesis advisor) / Gee, James Paul (Committee member) / Paris, Django (Committee member) / Warriner, Doris (Committee member) / Arizona State University (Publisher)
Created2012
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Description
In the real world outside of schools, contemporary students are routinely reading, writing, communicating, acting, and learning internationally, translingually, and multimodally, thanks to the prevalence of digital online communication; this has taken place across students’ racial, ethnic, and linguistic identities and national affiliations. Today, the global online contexts are

In the real world outside of schools, contemporary students are routinely reading, writing, communicating, acting, and learning internationally, translingually, and multimodally, thanks to the prevalence of digital online communication; this has taken place across students’ racial, ethnic, and linguistic identities and national affiliations. Today, the global online contexts are considered as one of essential literacy environments, and the globally networked online contexts might become a main stage of future literacy practices.

In this sense, this study develops new three theories about literacies studies from the perspective of the New Literacy Studies in an increasingly digitalized and globalized contemporary world. To achieve this, first, I introduced the features of a global online affinity space as a new concept. Second, I developed the theoretical claim of “complexified diversity.” Finally, I developed the theoretical concept of “Border-Crossing Discourses” on the basis of Gee’s (1990/2015) seminal idea of capital “D” Discourses. I expanded the concept of capital “D” Discourses, looking across borders at a variety of languages, nations, and broader cultures under the global view. The concept of Border-Crossing Discourses was established on the basis of the new concepts that I put forth previously of global online affinity spaces and complexified diversity.

As an example of possible supplementary empirical studies, I conducted a small piece of discourse analysis. I observed and examined literacy practices in two global online affinity spaces. They are sites devoted to K-pop fanfiction sharing (hereafter, Asianfanfics) and to Japanese anime (hereafter, Crunchyroll). In particular, I explored the aspects of multimodal and translingual practices in these spaces. Both theoretical and empirical future research will contribute to the elaboration of these theories.
ContributorsLee, Kewman M (Author) / Gee, James Paul (Thesis advisor) / Serafini, Frank (Committee member) / Warriner, Doris S. (Committee member) / Lam, Wan Shun Eva (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play

The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play the game cooperatively. This thesis illustrates the importance of player interaction in influencing design as well as how imperative design is in affecting player interaction. These two concepts are not separate, but are deeply entwined. Every action performed within a game has to interact with some element of design. Both determine how games become defined as competitive, casual, or creative. Game designers can benefit from this study as it reinforces the basics of developing a game for players to interact with. However, it is impossible to predict exactly how players will react to a designed element. Designers should remember to tailor the game towards their audience, but also react and change the game depending on how players are using the elements of design. In addition, players should continue to push the boundaries of games to help designers adapt their product to their audience. If there is not constant communication between players and designers, games will not be tailored appropriately. Pushing the limits of a game benefits the players as well as the designers to make a more complete game. Designers do not solely create a game for the players. Rather, players design the game for themselves. Keywords: game design, player interaction, affinity space, emergent behavior, Dota 2
ContributorsLarsen, Austin James (Author) / Gee, James Paul (Thesis director) / Holmes, Jeffrey (Committee member) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05