Book contents
- Reimagining Shakespeare Education
- Reimagining Shakespeare Education
- Copyright page
- Dedication
- Contents
- Figures
- Tables
- Notes on Contributors
- Acknowledgements
- Introduction
- Part I Reimagining Shakespeare with/in Schools
- Part II Reimagining Shakespeare with/in Universities
- Part III Public Reimaginings
- Part IV Digital Reimaginings
- Introduction
- Chapter 13 Reimagining Shakespeare, Linking Archives and the ‘Living Variorum’
- Chapter 14 Collaborative Rhizomatic Learning and Global Shakespeares
- Chapter 15 Linked Early Modern Drama Online
- Chapter 16 Play the Knave Theatre Videogame in Schools
- Part V Reimagining Performance
- Afterword
- Index
- References
Chapter 16 - Play the Knave Theatre Videogame in Schools
From Glitchy Connections to Virtual Collaboration
from Part IV - Digital Reimaginings
Published online by Cambridge University Press: 02 February 2023
- Reimagining Shakespeare Education
- Reimagining Shakespeare Education
- Copyright page
- Dedication
- Contents
- Figures
- Tables
- Notes on Contributors
- Acknowledgements
- Introduction
- Part I Reimagining Shakespeare with/in Schools
- Part II Reimagining Shakespeare with/in Universities
- Part III Public Reimaginings
- Part IV Digital Reimaginings
- Introduction
- Chapter 13 Reimagining Shakespeare, Linking Archives and the ‘Living Variorum’
- Chapter 14 Collaborative Rhizomatic Learning and Global Shakespeares
- Chapter 15 Linked Early Modern Drama Online
- Chapter 16 Play the Knave Theatre Videogame in Schools
- Part V Reimagining Performance
- Afterword
- Index
- References
Summary
This chapter describes a collaboration between its authors – a professor and an undergraduate (post-secondary) student – to develop an education programme for Play the Knave, a mixed-reality digital Shakespeare game. As part of an effort to bring the game to local elementary and secondary school English classrooms, the authors co-ran an internship programme at our university, where the game was created. Interns, most of whom were English majors interested in education, learned to create and then teach lesson plans for Play the Knave, subsequently researching the game’s impact on learning. Our chapter discusses the challenges of collaborating in a university environment, comparing these to the challenges players experience when interacting with avatars in Play the Knave. Like Knave’s players, participants in our programme faced difficulties connecting with other participants, including ourselves and local teachers. We maintain that flawed connection – which players of digital games describe as ‘glitchiness’ – need not undermine effective collaboration but can actually enhance it, as participants are pushed to adapt constantly to shifting circumstances. In contrast to theories of artistic collaboration that prioritize participants achieving a state of ‘flow’, we argue that, in fact, collaborations can be most successful when marked by fits and starts, lags and the imperfect connections endemic to living in a digital world.
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- Information
- Reimagining Shakespeare EducationTeaching and Learning through Collaboration, pp. 251 - 264Publisher: Cambridge University PressPrint publication year: 2023