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Abstract
Purpose - Seeks to argue that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media.
Design/methodology/approach - This paper looks at one of the earliest historical calls for universal procedural literacy, explores how games can serve as an ideal object around which to organize a procedural literacy curriculum, and describes a graduate course developed at Georgia Tech, Computation as an Expressive Medium, designed to be a first course in procedural literacy for new media practitioners.
Findings - To achieve a broader and more profound procedural literacy will require developing an extended curriculum that starts in elementary school and continues through college. Encountering procedurality for the first time in a graduate level course is like a first language course in which students are asked to learn the grammar and vocabulary, read and comment on literature, and write short stories, all in one semester; one's own students would certainly agree that this is a challenging proposition.
Originality/value - New media scholars and practitioners, including game designers and game studies scholars, may assume that the "mere" technical details of code can be safely bracketed out of the consideration of the artifact. Contrary to this view, it is argued that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media.
Keywords Video games, Education, Programming, Arts
Paper type General review
For humanities scholars, artists and designers, computer programming can seem a narrow technical skill, a mere familiarity with the latest fads and facility with the latest jargon of the computer industry. In this view, programming has almost no connection with theoretical and philosophical considerations, with concept and aesthetics, with a design focus on human action and interpretation. This attitude is often adopted by new media scholars and practitioners, including game designers and game studies scholars, who may assume that the "mere" technical details of code can be safely bracketed out of the consideration of the artifact. In this paper I argue that, contrary to this...





