This is my last term teaching a Gateway lab course for the School of Journalism and Communications. I started iterating a lab syllabus for personal reasons some time ago, but thought that this time around I’d design one that wasn’t some hum-drum text document. Maybe the design could be better, but I wanted to keep it to a single page. This meant that there was a lot of text on the page, but I think I’ve maintained the only things students will remember anyways. Of course, I always go over this at the beginning of the course and remind students to come forward with any special accommodations they may need in completing the course (ADA regulations). This syllabus is also accompanied by a much longer and detailed syllabus students receive for the lecture component for the course, so details on what will be covered week-by-week are missing for that reason.
Michael Ciaglo and Dave Philipps recently published an amazing story, Disposable: Surge in discharges includes wounded soldiers, for the Colorado Springs Gazette. Amazing multimedia integration, heart-wrenching story, thorough documentation—just fantastic.
Reading the story got be thinking about videogame design—what would a FPS look like that begins with the IED blast, then tries to reintegrate a soldier (un/successfully) into society? Real people are being forced through this experience by the thousands; maybe a game could provide for a more comprehensive facilitation in terms of both societal reintegration (for military) and cultural reconstitution (for non-military).
It could be a FPS and RTS integrated system in which a player has the opportunity to analyze and affect the social and legal systems in place that create barriers to re-entry. The player should also have the ability to manipulate time—move forward and backwards—in order to experiment with different solutions and mechanisms.