Surrealism and Grammar:
Creatively Reinvigorating the Classroom

Kevin Griffith
Columbus, OH 
A paper presented at the
Sixth Annual Conference of the NCTE Assembly for the Teaching of English Grammar,
July 27 & 28, 1995.
Pennsylvania College of Technology, Williamsport, PA. 

As a poet who also teaches advanced English grammar for future teachers, I am always looking for ways to bring the excitement of the creative writing class to the grammar class. Every semester, it seems, the same students who were so excited and motivated to learn creative writing dread the proposition of having to take a state-mandated course in grammar. The key to making this course stimulating, it seemed to me, was to import certain creative techniques into the grammar course, techniques which would illustrate to students the intrinsic excitement of language creation, an excitement shared by both grammarians and poets, but one for which only the writers get the notoriety and "glamour." In other words, I felt it was my duty to show my students that doing grammar was as fun as making poetry, a feeling they could pass along to their students. As the new collection of essays, The Place of Grammar in Writing Instruction, points out, the future of the teaching of grammar depends on teaching it affectively, getting students to like grammar (Brosnahan & Neuleib 208). The best place to start in a course is to get students to progress from their innate unconscious grammar to conscious. To that end, it is important to provide "interactive group tasks, which enable students to generate the patterns and structures unconscious knowledge of the language" (Brosnahan & Neuleib 209). This paper describes what I have found to be some useful strategies for tapping that unconscious knowledge, language games borrowed from the French surrealists poets and artists.

Surrealism, a movement started by Andre Breton, which had its origins in the first world war, and which had its own manifesto by 1924, is noted for its attempts to transcend logic, borrow the language of dreams, subvert bourgeois notions of artistic taste and standards, and generally to fly in the face of Western logic. The games invented by Breton and his followers have the following characteristics:

One notes in these characteristics the one seemingly anomalous one that, just as language itself, the games are governed by specific rules. Chomsky’s famous "Colorless green ideas sleep furiously," which in itself has a surrealist ring, demonstrates the rule-bound and yet, innate, structures which govern language production. Surrealist games do the same, allowing students to compose their own poems by adhering to a few rules.

The Exquisite Corpse

Perhaps the most famous surrealist game is "The Exquisite Corpse," named after one of the noun phrases generated by the game. Classified as a "chain game," the Corpse must be played by at least two people, preferably three. The object of the game is for each of the players to follow a set sentence pattern such as the following: One person in the small group must write down, in column form, three versions of the first three slots (article, adjective, noun); he or she then folds the paper so that the next person cannot see what the writer has written. The second person then writes three verbs, folds the paper again, and passes it to the third person who writes out three versions of the final noun phrases. The key is that in writing the words, each person must fold over the paper so that the next person cannot see what the previous person has written. When the paper is finally unfolded, students discover some witty, yet strangely poignant lines which embody the surrealist spirit:
Writer #1 Writer #2 Writer #3
The exquisite corpse drinks the new wine.
A dying man drips the pale bird.
The dead fighter hammers the ghostly fog.
As one can see, this activity underscores the underlying, mechanistic nature of language. Though the poems may not make semantic sense, they do make grammatical sense, and The Corpse is a particularly useful game when reviewing form and structure classes. Of course, this activity can be varied to accommodate different lesson plans. For instance, I had a number of students in my advanced grammar course who, for some inexplicable reason, were confusing prepositional phrases with direct objects. In this case, I had them construct one "Corpse" poem using prepositional phrases in the final position, and then one in which they had to generate a noun phrase in the direct object slot. This variation also underscores the difference between transitive and intransitive verbs.

Conditionals

In the game called "Conditionals," a pair of players take turns inventing sentences which contain an opening adverbial clause beginning with "if" or "when" and then a main clause in the conditional or future tense. Again, the student writing the opening clause must fold over the paper so that his or her partner can not see what is written. For instance, here is a group of sentences my students generated with this activity: This game is not only valuable in teaching concepts such as conditional tense, two-part subordination, etc..-- it can be used to discuss the issue of putting a comma after a "presentence modifier," the error that Lunsford and Conners in their 1988 study "Frequency of Formal Errors" identified as the error marked most often by writing teachers. The problem of the presentence modifier is also addressed in Rei Noguchi’s Grammar and the Teaching of Writing (1991). His method is to transform declarative sentences containing presentence modifiers into yes and no questions (57), an effective method, but one which may confuse students because two operations are required. In the "Conditionals" game, students need just to write the sentences, rather than transform them into questions.

Other Activities

To review many major grammatical concepts, entire stories or poems can be constructed in groups or collaboratively by the whole class by designing exercises in which each student is instructed to produce a certain line using a certain formula. For instance, one student might be asked to write a sentence beginning with a gerund phrase, fold the paper and the pass it to another student who writes a sentence containing a that-clause functioning as a direct object, and so on. When each group or the class is finished, they can then tinker with and rearrange the sentences to produce a poem or story that has a surreal feel, but is held together by some narrative thread.

Another option is to design a handout listing various instructions for students to compose lines following certain grammatical structures. For instance, one might ask students to write a ten-line poem following ten specific steps such as "Create a metaphor using the following construction: ‘The (adjective) (concrete noun) of (abstract noun). Jim Simmerman’s poem "Moon Go Away, I Don’t Love You Anymore," was written using this activity. Simmerman first wrote out twenty instructions to himself and then created the poem by following those instructions (Simmerman 122). Here are the first few lines from that poem:

"Moon Go Away. . ." was eventually published in Poetry, which illustrates the generative power of this kind of activity.

Conclusion

Though I have used them only in college-level courses, I am sure that surrealist games would be useful for almost all grade levels. They illustrates the almost computer-like structure of grammar, while allowing students an enormous amount of creative flexibility. Students are ostensibly writing poems, but they are really "doing" grammar, understanding how the form and structure of language coalesce in any language act.

Works Cited

Brotchie, Alastair. Surrealist Games. Boston: Shambala Redstone, 1993.

Brosnahan, Irene, and Janice Neuleib. "Teaching Grammar Affectively: Learning to Like Grammar." The Place of Grammar in Writing Instruction: Past, Present, Future. Edited by Susan Hunter and Ray Wallace. Portsmouth, NH: Boyton/Cook: 204-212.

Conners, Robert J. and Andrea Lunsford. "Frequency of Formal Errors in Current College Writing or Ma and Pa Kettle Do Research." College Composition and Communication (39):

Gooding, Mel. "Surrealist Games." Surrealist Games. Boston: Shambala Redstone, 1993: 10-12.

Noguchi, Rei. Grammar and the Teaching of Writing. Urbana, IL: NCTE, 1991.

Simmerman, Jim. "Twenty Little Poetry Projects." The Practice of Poetry. Edited by Robin Behn & Chase Twichell. New York: Harper Collins, 1992: 119-122.