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The Book




Seriously, read this
book.
The Question

Objectives Into Mechanics




 How Does That Work?
Philosophy




                 Learning Objectives




Gameplay Verbs   Empowered Identity      Interactive Systems
The Principles
1.    Active, Critical Learning Principle
2.    Design Principle
3.    Semiotic Principle
4.    Semiotic Domains Principle
5.     Meta-level thinking about Semiotic Domain Principle
6.    "Psychosocial Moratorium" Principle
7.    Committed Learning Principle
8.    Identity Principle
9.    Self-Knowledge Principle
10.   Amplification of Input Principle
11.   Achievement Principle
12.   Practice Principle
13.   Ongoing Learning Principle
14.   "Regime of Competence" Principle
15.   Probing Principle
16.   Multiple Routes Principle
17.   Situated Meaning Principle
18.   Text Principle
19.   Intertextual Principle
20.   Multimodal Principle
21.   "Material Intelligence" Principle
22.   Intuitive Knowledge Principle
23.   Subset Principle
24.   Incremental Principle
An Example


1) All aspects of the the learning
environment (including ways in which
the semiotic domain is designed and
presented) are set up to encourage
active and critical, not passive, learning.
Turn it Into a Tool!


Does this apply to your
game?


                           Does this not apply to
                           your game, or does
                           your game need to be
                           improved to address
                           this?
Turn it Into a Tool!

1) All aspects of the the learning environment (including ways in which the
semiotic domain is designed and presented) are set up to encourage active and
critical, not passive, learning.




  Is the player being                           Is the player being
  allowed the freedom to                        directly instructed to
  explore and learn by                          perform tasks without
  doing, not by being                           choice or context as to
  told?                                         why?
Spreadsheet Madness!




         <Fire it Up>


http://www.tinyurl.com/spcgee2
Turn it Into a Tool!




Is the player being         Is the player being
allowed the freedom to      directly instructed to
explore and learn by        perform tasks without
doing, not by being         choice or context as to
told?                       why?
Your Turn!


Let's Talk About Games and crank up
          the Geemotizer!!!!!!
Contact

Dan White
CEO

white@filamentgames.com



Dan Norton
Creative Director

norton@filamentgames.com



Maurice Cheeks
Sales & Outreach Director

mocheeks@filamentgames.com
Useful Links:
www.seriousplayconference.com
www.seriousgamesdirectory.com
www.seriousgamesassociation.com

Contact:
sbohle@seriousgamesassociation.com

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"Filament Games" By Dan Norton- Serious Play Conference 2012

  • 1.
  • 3. The Question Objectives Into Mechanics How Does That Work?
  • 4. Philosophy Learning Objectives Gameplay Verbs Empowered Identity Interactive Systems
  • 5. The Principles 1. Active, Critical Learning Principle 2. Design Principle 3. Semiotic Principle 4. Semiotic Domains Principle 5. Meta-level thinking about Semiotic Domain Principle 6. "Psychosocial Moratorium" Principle 7. Committed Learning Principle 8. Identity Principle 9. Self-Knowledge Principle 10. Amplification of Input Principle 11. Achievement Principle 12. Practice Principle 13. Ongoing Learning Principle 14. "Regime of Competence" Principle 15. Probing Principle 16. Multiple Routes Principle 17. Situated Meaning Principle 18. Text Principle 19. Intertextual Principle 20. Multimodal Principle 21. "Material Intelligence" Principle 22. Intuitive Knowledge Principle 23. Subset Principle 24. Incremental Principle
  • 6. An Example 1) All aspects of the the learning environment (including ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive, learning.
  • 7. Turn it Into a Tool! Does this apply to your game? Does this not apply to your game, or does your game need to be improved to address this?
  • 8. Turn it Into a Tool! 1) All aspects of the the learning environment (including ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive, learning. Is the player being Is the player being allowed the freedom to directly instructed to explore and learn by perform tasks without doing, not by being choice or context as to told? why?
  • 9. Spreadsheet Madness! <Fire it Up> http://www.tinyurl.com/spcgee2
  • 10. Turn it Into a Tool! Is the player being Is the player being allowed the freedom to directly instructed to explore and learn by perform tasks without doing, not by being choice or context as to told? why?
  • 11. Your Turn! Let's Talk About Games and crank up the Geemotizer!!!!!!
  • 12. Contact Dan White CEO white@filamentgames.com Dan Norton Creative Director norton@filamentgames.com Maurice Cheeks Sales & Outreach Director mocheeks@filamentgames.com