- Having several students admit that they played a game you worked on, when you know the game in question wasn't particularly good. (Additional awkwardness: when the game in question is M-rated, and you know that the students were underage when they played it.)
- Giving a game design constraint for an in-class exercise, and repeatedly being asked questions about the exact boundaries of the constraint... and realizing simultaneously that my students are trying to weasel out of the constraint (and that I should be annoyed), and also that my students are trying to precisely define the constraint (which is an important skill for game designers, and something I should be proud of).
- Witnessing a student fall asleep in class, and hoping that it's because the student got no sleep and not because I've really become that boring. (Additional awkwardness: waking the student up, and hoping that I done it in a way that I haven't cruelly humiliated them.)
- Assigning a homework that's not only easy but actually fun, and seeing that half the class didn't bother to complete it. And then wondering if my definition of "fun" has changed.
- Writing something out (an assignment, a syllabus, an email, etc.) that I thought was clear as could be, and having students not understand it. This either means I'm not as good a writer as I thought, or that my students aren't functionally literate, or that my students are lazy... and no matter which it is, there's nothing I can be happy about.
Tuesday, January 20, 2009
A short collection of social awkwardness as experienced by a game-designer-turned-educator, in no particular order: