{"id":8568,"date":"2023-03-13T06:14:00","date_gmt":"2023-03-13T10:14:00","guid":{"rendered":"https:\/\/gamingteacher.blog\/?p=8568"},"modified":"2022-08-18T13:37:04","modified_gmt":"2022-08-18T18:37:04","slug":"the-rhetoric-of-reach-social-media-in-the-classroom","status":"publish","type":"post","link":"https:\/\/gamingteacher.blog\/2023\/03\/13\/the-rhetoric-of-reach-social-media-in-the-classroom\/","title":{"rendered":"\u201cThe Rhetoric of Reach\u201d: Social Media in the Classroom"},"content":{"rendered":"\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/i0.wp.com\/miro.medium.com\/max\/1400\/1*meibJmI_BvAE4p0IjCEEoA.jpeg?w=720&#038;ssl=1\" alt=\"\" data-recalc-dims=\"1\" \/><figcaption class=\"wp-element-caption\"><a href=\"http:\/\/theconversation.com\/trust-in-digital-technology-will-be-the-internets-next-frontier-for-2018-and-beyond-87566\" rel=\"noreferrer noopener\" target=\"_blank\">Image Source<\/a><\/figcaption><\/figure>\n\n\n\n<p id=\"f287\">Elise Verzosa Hurley\u2019s and Amy C. Kimme Hea\u2019s \u201cThe Rhetoric of Reach: Preparing Students for Technical Communication in the Age of Social Media\u201d offers insights into the cultural narratives that surround social media use while presenting an argument for the responsibility of technical communication instructors to engage with social media in the classroom. The article begins with some well-known cases where mistakes made through social media ruined people\u2019s careers and public standing. Due to Americans\u2019 social media use, the topic is timely, and instructors might consider being more aware of social media\u2019s impact in daily life and in the classroom.<\/p>\n\n\n\n<p id=\"a27f\">Part of Hurley\u2019s and Kimme Hea\u2019s argument is that instructors must work with students to engage with social media critically, which requires pushing back against the dominant narrative of social media as being &#8216;good&#8217; or &#8216;bad&#8217; and combating stereotypes about social media use. Such an approach involves the use of social media in the classroom. The authors rely on the work of Selber, Johnson-Eilola, and Turnley for this part of their argument. I agree with Hurley and Kimme Hea that technology and platforms should be engaged in the classroom as I don\u2019t think an approach can truly be critical if technology and platforms are merely talked about. What I find interesting about this argument is that it has implications for other texts for study such as video games. Similar statistics can be presented that show the prevalence of video game use in America, and yet there is still some pushback for including video games in the college classroom. And many seem hesitant to even acknowledge video games as texts. However, just like social media (all media really), video games reflect the cultures that produce them and are not merely technical instruments. As Hurley and Kimme Hea point out early on in the article, it is important for students to critically understand their media use in order to recognize their roles as rhetorical agents (58). I believe this extends to all media.<\/p>\n\n\n\n<p id=\"cfea\">Ultimately, through their courses and study, Hurley and Kimme Hea found that technical writing students \u201ccame to understand that social media use might actually forward professional careers rather than derail them\u201d (65). Students thought critically about social media use, realized its potential, and challenged notions of &#8216;good&#8217; and &#8216;bad&#8217; social media use. An important part of taking such a critical stance is recognizing the social and cultural connections media has as communication. Social media is connected to greater social practices, which is, in part, why relying solely on &#8216;cautionary tales&#8217; is a disservice to students.<\/p>\n\n\n\n<p id=\"83ad\">I think this article is significant not only for what it tells educators about students and social media use but for its commentary on the academy and approaches to technology (though this is not the authors\u2019 main point). When dealing with technology and media, it\u2019s important for educators to assess what students and society have to say, but it\u2019s also important for educators to reflect on their assumptions and the narratives perpetuated by academics. While this article was published in 2014, discussions about the place of media in classrooms are ongoing. I don\u2019t know the full context for this piece, but it seems like a significant contribution to this discussion in that it shows the relevance of media in peoples\u2019 lives and how that media can be viewed critically.<\/p>\n\n\n\n<p id=\"7f6e\">Source:<br>Hurley, Elise Verzosa &amp; Amy C. Kimme Hea. \u201cThe Rhetoric of Reach: Preparing Students for Technical Communication in the Age of Social Media.\u201d&nbsp;<em>Technical Communication Quarterly<\/em>, vol. 23, 2014, pp. 55\u201368.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In educational settings, social media is often talked about negatively. But might there be value in bringing social media into classrooms? <a href=\"https:\/\/gamingteacher.blog\/2023\/03\/13\/the-rhetoric-of-reach-social-media-in-the-classroom\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">\u201cThe Rhetoric of Reach\u201d: Social Media in the Classroom<\/span><\/a><\/p>\n","protected":false},"author":88875779,"featured_media":8720,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_coblocks_attr":"","_coblocks_dimensions":"","_coblocks_responsive_height":"","_coblocks_accordion_ie_support":"","jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","jetpack_anchor_podcast":"","jetpack_anchor_episode":"","jetpack_anchor_spotify_show":"","jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":false,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}}},"categories":[22307371],"tags":[1342,49818,754929361],"jetpack_publicize_connections":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.8 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>\u201cThe Rhetoric of Reach\u201d: Social Media in the Classroom - Wedee<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/gamingteacher.blog\/2023\/03\/13\/the-rhetoric-of-reach-social-media-in-the-classroom\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"\u201cThe Rhetoric of Reach\u201d: Social Media in the Classroom - Wedee\" \/>\n<meta property=\"og:description\" content=\"In educational settings, social media is often talked about negatively. 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This is an important question that educators should ask when considering the implementation of video games as texts in the composition classroom. While the study of classic literature is a bit passe in writing classes, a wide variety of texts are regularly\u2026","rel":"","context":"In &quot;Education and Video Games&quot;","block_context":{"text":"Education and Video Games","link":"https:\/\/gamingteacher.blog\/category\/education-and-video-games\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/gamingteacher.blog\/wp-content\/uploads\/2017\/03\/write-593333_1920.jpg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":7048,"url":"https:\/\/gamingteacher.blog\/2018\/06\/23\/press-start-bringing-aaa-games-into-the-classroom\/","url_meta":{"origin":8568,"position":1},"title":"Press Start: Bringing AAA Games into the Classroom","author":"Tab","date":"June 23, 2018","format":false,"excerpt":"One of the greatest challenges of using video games in the college classroom is one of access. Games and the technology required to play them can be expensive, but issues of access go beyond the financial. 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Students in my course had the option to choose from four distinct quest-lines or to mix and match from each one. The chart above demonstrates the four\u2026","rel":"","context":"In &quot;Education and Video Games&quot;","block_context":{"text":"Education and Video Games","link":"https:\/\/gamingteacher.blog\/category\/education-and-video-games\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/gamingteacher.blog\/wp-content\/uploads\/2017\/03\/e51551_c7848999888c44b68338fe2efba52150.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":352,"url":"https:\/\/gamingteacher.blog\/2017\/04\/10\/press-start-minecraft-in-the-college-composition-classroom\/","url_meta":{"origin":8568,"position":3},"title":"Press Start: Minecraft in the College Composition Classroom","author":"Tab","date":"April 10, 2017","format":false,"excerpt":"Minecraft is a game that has received a lot of attention for its use as an educational tool. 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Now I have a BA in English\u2026","rel":"","context":"In &quot;Education and Video Games&quot;","block_context":{"text":"Education and Video Games","link":"https:\/\/gamingteacher.blog\/category\/education-and-video-games\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":272,"url":"https:\/\/gamingteacher.blog\/2017\/03\/19\/press-start-playing-video-games-to-learn\/","url_meta":{"origin":8568,"position":5},"title":"Press Start: Playing Video Games to Learn","author":"Tab","date":"March 19, 2017","format":false,"excerpt":"Despite being associated with such words as \"aggression,\" \"violence,\" and \"sexism,\" video games have found their way into elementary, secondary,\u00a0and even college classrooms (for many good reasons).\u00a0Some games are certainly deserving of criticism, and this is one reason why educators should carefully select the games they use with\u00a0students. 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