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The Game School:
                  Developing Theories
                  and Practices Around
                  Gaming Literacies
                  Alice Robison
                  Massachusetts Institute of Technology &
                  The Game School
                  alicerobison.org


                                                            flickr.com/photos/iand




Monday, June 9, 2008                                                                 1
Goals & Methods:
                       2nd-Generation Literacy Scholars
                 Follow theory-builders of 1st
                 generation.

                 Are gathering evidence,
                 collecting data using
                 sociological and
                 anthropological methods.

                 Take as their goal to “provide
                 information about the
                 epistemology, practices and
                 interpretation of literacy
                                                  xkcd.com/208
                 practices over time” (Tyner).




Monday, June 9, 2008                                             2
Positions: 2nd-gen. Literacy Scholars

                 Contrary to recent NEA reports,
                 literacy is not connected to large-
                 scale social or cognitive
                 consequences (Graff).

                 Written cultures are not superior
                 to oral ones (Scribner & Cole).

                 What “counts” as literacy is a
                 range of complex practices
                 situated in particular contexts and
                                                       http://icanhascheezburger.com/2007/01/26/invisible-sandwich/
                 cultures (The New London
                 Group).




Monday, June 9, 2008                                                                                                  3
What Does it Mean if...
                  • Videogaming is the new golf?
                  • You’re not making connections in virtual spaces, or
                    you have no reference for it?
                  • You don’t know how to visualize data, problem-solve
                    with others, simulate processes, think with systems?
                  • You don’t know how to present yourself online?
                  • You can’t maintain relationships both on and offline?
                  • Can’t use the tools, parse the messages, synthesize the
                    information?



Monday, June 9, 2008                                                          4
The Game School




                                  image © interactiondesign.com.au




Monday, June 9, 2008                                                 5
The Game School
    Developed by the Institute of Play (instituteofplay.org), NYC, led by
    Katie Salen (gamersmob.com).




                                                                            image © interactiondesign.com.au




Monday, June 9, 2008                                                                                           5
The Game School
    Developed by the Institute of Play (instituteofplay.org), NYC, led by
    Katie Salen (gamersmob.com).
    Partnership project with New Visions for Public Schools (NYC) and
    the MacArthur Foundation’s Digital Learning Initiative
    (digitallearning.macfound.org).




                                                                            image © interactiondesign.com.au




Monday, June 9, 2008                                                                                           5
The Game School
    Developed by the Institute of Play (instituteofplay.org), NYC, led by
    Katie Salen (gamersmob.com).
    Partnership project with New Visions for Public Schools (NYC) and
    the MacArthur Foundation’s Digital Learning Initiative
    (digitallearning.macfound.org).
    Set to open in Fall 2009 with 6th grade, adding grades each year.




                                                                            image © interactiondesign.com.au




Monday, June 9, 2008                                                                                           5
The Game School
    Developed by the Institute of Play (instituteofplay.org), NYC, led by
    Katie Salen (gamersmob.com).
    Partnership project with New Visions for Public Schools (NYC) and
    the MacArthur Foundation’s Digital Learning Initiative
    (digitallearning.macfound.org).
    Set to open in Fall 2009 with 6th grade, adding grades each year.
    The school’s design process “aims to harness strategic thinking
    around gaming and game design as an innovative curricular and
    learning paradigm, and actively seeks to change the way
    institutions of learning are conceived of and built” (Planning
    Document).




                                                                            image © interactiondesign.com.au




Monday, June 9, 2008                                                                                           5
The Game School
    Developed by the Institute of Play (instituteofplay.org), NYC, led by
    Katie Salen (gamersmob.com).
    Partnership project with New Visions for Public Schools (NYC) and
    the MacArthur Foundation’s Digital Learning Initiative
    (digitallearning.macfound.org).
    Set to open in Fall 2009 with 6th grade, adding grades each year.
    The school’s design process “aims to harness strategic thinking
    around gaming and game design as an innovative curricular and
    learning paradigm, and actively seeks to change the way
    institutions of learning are conceived of and built” (Planning
    Document).
    Will emphasize immersion in basic literacy practices in addition to
    “ways of knowing and doing,” such as the ability to think, read,
    and interact critically, to solve complex problems in mathematics
    and science, and to express oneself persuasively through language
    and media as authors, agents, and consumers” (Planning
    Document).                                                              image © interactiondesign.com.au




Monday, June 9, 2008                                                                                           5
What Do Gamers Learn?
               They must seek expertise and ask for
               help, to share expertise and tutor
               others (forums, boards, guilds).

               That collaboration is crucial with
               both problem-solving and execution.
               Indeed, collaborative play is a
               designed objective.

               They must thrive at fast decision-
               making and know how to prioritize
               in order to work collectively toward
               a common goal.




Monday, June 9, 2008                                  6
What Do Gamers Learn?
                                                                             They learn to see
                                                                             the world as a
                                                                             designed space,
                                                                             as a series of
                                                                             systems.

                                                                             Can synthesize
                                                                             both macro- and
                                                                             micro-data in
                                                                             order for quick
                                                                             analysis.

                                                                             Are good at
                                                                             multitasking and
                                                                             continuous
                                                                             partial attention.
                       Phase by Harmonix Studios, Cambridge, Massachusetts




Monday, June 9, 2008                                                                              7
What Do Gamers Learn?

                  Real-time, immediate assessment
                  and visual feedback.

                  They work toward an end-goal, a
                  quantifiable outcome.

                  They are willing to experiment
                  and keep trying, to fix things,
                  take risks, failure is part of the
                  objective.
                                                       flickr.com/photos/conexaogamer




Monday, June 9, 2008                                                                    8
What Do Gamers Learn?

                       See themselves as heroes on a
                       quest, identify with
                       protagonists.

                       Experimental identities,
                       strategies, solutions (guitar
                       player, drummer).

                       Low-risk testing of living in an
                       immersive space, role-playing
                       (a bee in a bee’s world)

                                                          flickr.com/photos/foreverdigital




Monday, June 9, 2008                                                                         9
Games-Based Thinking
                       Gamers see themselves as heroes on quests, solving a series of ever-
                       increasing puzzles and problems.

                       They work toward an end-goal, a quantifiable outcome.

                       They are willing to experiment and keep trying, to fix things, take risks.
                       Failure is part of the objective.

                       They learn to see the world as a designed space, as a series of systems.

                       They are willing to seek expertise and ask for help, to share expertise and
                       tutor others, just because it’s fun.

                       They learn that collaboration is crucial with both problem-solving and
                       execution.

                       Gamers thrive at fast decision-making and know how to prioritize.

                       They often practice multitasking and continuous partial attention.



Monday, June 9, 2008                                                                                 10
Game School Core Practices
                        Taking on Identities    Responding to a Need to Know

                       Using Game Design and        Interacting with Others
                          Systems Thinking
                                                Experimenting and Imagining
                        Practicing in Context           Possibilities

                       Playing and Reflecting   Giving and Receiving Feedback

                       Theorizing and Testing        Inventing Solutions




                                                                   © Institute of Play; Do Not Cite



Monday, June 9, 2008                                                                              11
Ways of Knowing, Learning
                       Systems-based thinking       Need to know

                       Interdisciplinary thinking   Need to share and reflect

                       User-Centered design         Occasion to share

                       Specialist language          Context for ongoing feedback
                                                    and evaluation
                       Meta-level reflection
                                                    Channels for distribution
                       Network literacies           across internal and external
                                                    communities
                       Productive/tool literacies

                                                                    © Institute of Play; Do Not Cite



Monday, June 9, 2008                                                                                   12
Institute of Play


                       http://www.viddler.com/explore/instituteofplay/videos/2/




Monday, June 9, 2008                                                              13
Potential Uses of Gaming




                                   © Institute of Play; Do Not Cite


Monday, June 9, 2008                                                  14
Potential Uses of Gaming
               • Authoring systems--using games to
                 produce an artifact (e.g., game designs,
                 mods, videos, visual texts, avatars, body
                 of code, written texts, etc.)




                                                             © Institute of Play; Do Not Cite


Monday, June 9, 2008                                                                            14
Potential Uses of Gaming
               • Authoring systems--using games to
                 produce an artifact (e.g., game designs,
                 mods, videos, visual texts, avatars, body
                 of code, written texts, etc.)

               • Content systems--COTS games used to
                 supplement understanding (e.g.
                 Civilization for history, Everquest for
                 economics)




                                                             © Institute of Play; Do Not Cite


Monday, June 9, 2008                                                                            14
Potential Uses of Gaming
               • Authoring systems--using games to
                 produce an artifact (e.g., game designs,
                 mods, videos, visual texts, avatars, body
                 of code, written texts, etc.)

               • Content systems--COTS games used to
                 supplement understanding (e.g.
                 Civilization for history, Everquest for
                 economics)

               • Simulations for manipulation--testing
                 theories about how systems work, how
                 principles of design are implemented--as
                 well as for measuring internal assessment
                 measures (data)




                                                             © Institute of Play; Do Not Cite


Monday, June 9, 2008                                                                            14
Potential Uses of Gaming
               • Authoring systems--using games to
                 produce an artifact (e.g., game designs,
                 mods, videos, visual texts, avatars, body
                 of code, written texts, etc.)

               • Content systems--COTS games used to
                 supplement understanding (e.g.
                 Civilization for history, Everquest for
                 economics)

               • Simulations for manipulation--testing
                 theories about how systems work, how
                 principles of design are implemented--as
                 well as for measuring internal assessment
                 measures (data)

               • Experiential context or “trigger systems”
                 for understanding concepts (e.g., play
                 Mafia to experience ethical dilemma)



                                                             © Institute of Play; Do Not Cite


Monday, June 9, 2008                                                                            14
Potential Uses of Gaming
               • Authoring systems--using games to           • Gateways to technologies needed to help
                 produce an artifact (e.g., game designs,      understand and/or master another
                 mods, videos, visual texts, avatars, body     medium (learning Photoshop for Sims,
                 of code, written texts, etc.)                 then Second Life)

               • Content systems--COTS games used to
                 supplement understanding (e.g.
                 Civilization for history, Everquest for
                 economics)

               • Simulations for manipulation--testing
                 theories about how systems work, how
                 principles of design are implemented--as
                 well as for measuring internal assessment
                 measures (data)

               • Experiential context or “trigger systems”
                 for understanding concepts (e.g., play
                 Mafia to experience ethical dilemma)



                                                                                      © Institute of Play; Do Not Cite


Monday, June 9, 2008                                                                                                     14
Potential Uses of Gaming
               • Authoring systems--using games to           • Gateways to technologies needed to help
                 produce an artifact (e.g., game designs,      understand and/or master another
                 mods, videos, visual texts, avatars, body     medium (learning Photoshop for Sims,
                 of code, written texts, etc.)                 then Second Life)

               • Content systems--COTS games used to         • Illustration--reflective systems used as
                 supplement understanding (e.g.                contexts for meta-cognitive tasks. COTS
                 Civilization for history, Everquest for       and board games help reflect on decision-
                 economics)                                    making

               • Simulations for manipulation--testing
                 theories about how systems work, how
                 principles of design are implemented--as
                 well as for measuring internal assessment
                 measures (data)

               • Experiential context or “trigger systems”
                 for understanding concepts (e.g., play
                 Mafia to experience ethical dilemma)



                                                                                       © Institute of Play; Do Not Cite


Monday, June 9, 2008                                                                                                      14
Potential Uses of Gaming
               • Authoring systems--using games to           • Gateways to technologies needed to help
                 produce an artifact (e.g., game designs,      understand and/or master another
                 mods, videos, visual texts, avatars, body     medium (learning Photoshop for Sims,
                 of code, written texts, etc.)                 then Second Life)

               • Content systems--COTS games used to         • Illustration--reflective systems used as
                 supplement understanding (e.g.                contexts for meta-cognitive tasks. COTS
                 Civilization for history, Everquest for       and board games help reflect on decision-
                 economics)                                    making

               • Simulations for manipulation--testing       • Exemplars of points-of-view--identity
                 theories about how systems work, how          play, RPGs, etc.
                 principles of design are implemented--as
                 well as for measuring internal assessment
                 measures (data)

               • Experiential context or “trigger systems”
                 for understanding concepts (e.g., play
                 Mafia to experience ethical dilemma)



                                                                                       © Institute of Play; Do Not Cite


Monday, June 9, 2008                                                                                                      14
Potential Uses of Gaming
               • Authoring systems--using games to           • Gateways to technologies needed to help
                 produce an artifact (e.g., game designs,      understand and/or master another
                 mods, videos, visual texts, avatars, body     medium (learning Photoshop for Sims,
                 of code, written texts, etc.)                 then Second Life)

               • Content systems--COTS games used to         • Illustration--reflective systems used as
                 supplement understanding (e.g.                contexts for meta-cognitive tasks. COTS
                 Civilization for history, Everquest for       and board games help reflect on decision-
                 economics)                                    making

               • Simulations for manipulation--testing       • Exemplars of points-of-view--identity
                 theories about how systems work, how          play, RPGs, etc.
                 principles of design are implemented--as
                 well as for measuring internal assessment   • Code worlds--code systems such as
                 measures (data)                               writing as primary mechanic of game
                                                               play (text adventures, text-based mobile
               • Experiential context or “trigger systems”     games). Writing is mode of action,
                 for understanding concepts (e.g., play        thinking, and expression.
                 Mafia to experience ethical dilemma)



                                                                                       © Institute of Play; Do Not Cite


Monday, June 9, 2008                                                                                                      14
References
           Gee, J.P. (2003). What video games have to teach us about learning and literacy. NY: Palgrave MacMillan.

           Graff, H. (1995). The labyrinths of literacy: Reflections on literacy past and present. Pittsburgh: Pittsburgh UP.

           Jenkins, H., Purushotma, R., Clinton, K., Weigel, M., & Robison, A. (2006). Confronting the challenges of participatory
           culture: Media education for the 21st century. Retrieved from http://digitallearning.macfound.org/site/
           c.enJLKQNlFiG/b.2029291/k.97E5/Occasional_Papers.htm

           Lankshear, C. & Knobel, M. (2006). New literacies: Everyday practices and classroom learning (2nd ed.). London: Open
           UP.

           The New London Group (1996). A Pedagogy of multiliteracies: Designing social futures. Harvard Educational Review
           66(1), 60-92.

           Salen, K., Torres, R., Wolozin, L., Rufo-Tepper, R. (2008). The Game School planning document: Draft 1.0. Personal copy.

           Scribner, S. & Cole, M. (1981). The psychology of literacy. Cambridge, MA: Harvard UP.

           Tyner, K. (1998). Literacy in a digital world. Mahwah, NJ: LEA, Inc.

           Unitd States. National Endowment for the Arts. (2007, November). To Read or not to read: A Question of national
           consequence. Retrieved 1 December 2007 from the NEA website: http://www.nea.gov/pub/pubLit.php




Monday, June 9, 2008                                                                                                                  15
instituteofplay.org


                The Game School:
                Developing Theories
                and Practices Around
                Gaming Literacies
                Alice Robison
                Massachusetts Institute of Technology &
                The Game School
                alicerobison.org
                                                          flickr.com/photos/iand




Monday, June 9, 2008                                                               16

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Robison New Agendas for Media Literacy

  • 1. The Game School: Developing Theories and Practices Around Gaming Literacies Alice Robison Massachusetts Institute of Technology & The Game School alicerobison.org flickr.com/photos/iand Monday, June 9, 2008 1
  • 2. Goals & Methods: 2nd-Generation Literacy Scholars Follow theory-builders of 1st generation. Are gathering evidence, collecting data using sociological and anthropological methods. Take as their goal to “provide information about the epistemology, practices and interpretation of literacy xkcd.com/208 practices over time” (Tyner). Monday, June 9, 2008 2
  • 3. Positions: 2nd-gen. Literacy Scholars Contrary to recent NEA reports, literacy is not connected to large- scale social or cognitive consequences (Graff). Written cultures are not superior to oral ones (Scribner & Cole). What “counts” as literacy is a range of complex practices situated in particular contexts and http://icanhascheezburger.com/2007/01/26/invisible-sandwich/ cultures (The New London Group). Monday, June 9, 2008 3
  • 4. What Does it Mean if... • Videogaming is the new golf? • You’re not making connections in virtual spaces, or you have no reference for it? • You don’t know how to visualize data, problem-solve with others, simulate processes, think with systems? • You don’t know how to present yourself online? • You can’t maintain relationships both on and offline? • Can’t use the tools, parse the messages, synthesize the information? Monday, June 9, 2008 4
  • 5. The Game School image © interactiondesign.com.au Monday, June 9, 2008 5
  • 6. The Game School Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com). image © interactiondesign.com.au Monday, June 9, 2008 5
  • 7. The Game School Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com). Partnership project with New Visions for Public Schools (NYC) and the MacArthur Foundation’s Digital Learning Initiative (digitallearning.macfound.org). image © interactiondesign.com.au Monday, June 9, 2008 5
  • 8. The Game School Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com). Partnership project with New Visions for Public Schools (NYC) and the MacArthur Foundation’s Digital Learning Initiative (digitallearning.macfound.org). Set to open in Fall 2009 with 6th grade, adding grades each year. image © interactiondesign.com.au Monday, June 9, 2008 5
  • 9. The Game School Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com). Partnership project with New Visions for Public Schools (NYC) and the MacArthur Foundation’s Digital Learning Initiative (digitallearning.macfound.org). Set to open in Fall 2009 with 6th grade, adding grades each year. The school’s design process “aims to harness strategic thinking around gaming and game design as an innovative curricular and learning paradigm, and actively seeks to change the way institutions of learning are conceived of and built” (Planning Document). image © interactiondesign.com.au Monday, June 9, 2008 5
  • 10. The Game School Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com). Partnership project with New Visions for Public Schools (NYC) and the MacArthur Foundation’s Digital Learning Initiative (digitallearning.macfound.org). Set to open in Fall 2009 with 6th grade, adding grades each year. The school’s design process “aims to harness strategic thinking around gaming and game design as an innovative curricular and learning paradigm, and actively seeks to change the way institutions of learning are conceived of and built” (Planning Document). Will emphasize immersion in basic literacy practices in addition to “ways of knowing and doing,” such as the ability to think, read, and interact critically, to solve complex problems in mathematics and science, and to express oneself persuasively through language and media as authors, agents, and consumers” (Planning Document). image © interactiondesign.com.au Monday, June 9, 2008 5
  • 11. What Do Gamers Learn? They must seek expertise and ask for help, to share expertise and tutor others (forums, boards, guilds). That collaboration is crucial with both problem-solving and execution. Indeed, collaborative play is a designed objective. They must thrive at fast decision- making and know how to prioritize in order to work collectively toward a common goal. Monday, June 9, 2008 6
  • 12. What Do Gamers Learn? They learn to see the world as a designed space, as a series of systems. Can synthesize both macro- and micro-data in order for quick analysis. Are good at multitasking and continuous partial attention. Phase by Harmonix Studios, Cambridge, Massachusetts Monday, June 9, 2008 7
  • 13. What Do Gamers Learn? Real-time, immediate assessment and visual feedback. They work toward an end-goal, a quantifiable outcome. They are willing to experiment and keep trying, to fix things, take risks, failure is part of the objective. flickr.com/photos/conexaogamer Monday, June 9, 2008 8
  • 14. What Do Gamers Learn? See themselves as heroes on a quest, identify with protagonists. Experimental identities, strategies, solutions (guitar player, drummer). Low-risk testing of living in an immersive space, role-playing (a bee in a bee’s world) flickr.com/photos/foreverdigital Monday, June 9, 2008 9
  • 15. Games-Based Thinking Gamers see themselves as heroes on quests, solving a series of ever- increasing puzzles and problems. They work toward an end-goal, a quantifiable outcome. They are willing to experiment and keep trying, to fix things, take risks. Failure is part of the objective. They learn to see the world as a designed space, as a series of systems. They are willing to seek expertise and ask for help, to share expertise and tutor others, just because it’s fun. They learn that collaboration is crucial with both problem-solving and execution. Gamers thrive at fast decision-making and know how to prioritize. They often practice multitasking and continuous partial attention. Monday, June 9, 2008 10
  • 16. Game School Core Practices Taking on Identities Responding to a Need to Know Using Game Design and Interacting with Others Systems Thinking Experimenting and Imagining Practicing in Context Possibilities Playing and Reflecting Giving and Receiving Feedback Theorizing and Testing Inventing Solutions © Institute of Play; Do Not Cite Monday, June 9, 2008 11
  • 17. Ways of Knowing, Learning Systems-based thinking Need to know Interdisciplinary thinking Need to share and reflect User-Centered design Occasion to share Specialist language Context for ongoing feedback and evaluation Meta-level reflection Channels for distribution Network literacies across internal and external communities Productive/tool literacies © Institute of Play; Do Not Cite Monday, June 9, 2008 12
  • 18. Institute of Play http://www.viddler.com/explore/instituteofplay/videos/2/ Monday, June 9, 2008 13
  • 19. Potential Uses of Gaming © Institute of Play; Do Not Cite Monday, June 9, 2008 14
  • 20. Potential Uses of Gaming • Authoring systems--using games to produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.) © Institute of Play; Do Not Cite Monday, June 9, 2008 14
  • 21. Potential Uses of Gaming • Authoring systems--using games to produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.) • Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics) © Institute of Play; Do Not Cite Monday, June 9, 2008 14
  • 22. Potential Uses of Gaming • Authoring systems--using games to produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.) • Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics) • Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data) © Institute of Play; Do Not Cite Monday, June 9, 2008 14
  • 23. Potential Uses of Gaming • Authoring systems--using games to produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.) • Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics) • Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data) • Experiential context or “trigger systems” for understanding concepts (e.g., play Mafia to experience ethical dilemma) © Institute of Play; Do Not Cite Monday, June 9, 2008 14
  • 24. Potential Uses of Gaming • Authoring systems--using games to • Gateways to technologies needed to help produce an artifact (e.g., game designs, understand and/or master another mods, videos, visual texts, avatars, body medium (learning Photoshop for Sims, of code, written texts, etc.) then Second Life) • Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics) • Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data) • Experiential context or “trigger systems” for understanding concepts (e.g., play Mafia to experience ethical dilemma) © Institute of Play; Do Not Cite Monday, June 9, 2008 14
  • 25. Potential Uses of Gaming • Authoring systems--using games to • Gateways to technologies needed to help produce an artifact (e.g., game designs, understand and/or master another mods, videos, visual texts, avatars, body medium (learning Photoshop for Sims, of code, written texts, etc.) then Second Life) • Content systems--COTS games used to • Illustration--reflective systems used as supplement understanding (e.g. contexts for meta-cognitive tasks. COTS Civilization for history, Everquest for and board games help reflect on decision- economics) making • Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data) • Experiential context or “trigger systems” for understanding concepts (e.g., play Mafia to experience ethical dilemma) © Institute of Play; Do Not Cite Monday, June 9, 2008 14
  • 26. Potential Uses of Gaming • Authoring systems--using games to • Gateways to technologies needed to help produce an artifact (e.g., game designs, understand and/or master another mods, videos, visual texts, avatars, body medium (learning Photoshop for Sims, of code, written texts, etc.) then Second Life) • Content systems--COTS games used to • Illustration--reflective systems used as supplement understanding (e.g. contexts for meta-cognitive tasks. COTS Civilization for history, Everquest for and board games help reflect on decision- economics) making • Simulations for manipulation--testing • Exemplars of points-of-view--identity theories about how systems work, how play, RPGs, etc. principles of design are implemented--as well as for measuring internal assessment measures (data) • Experiential context or “trigger systems” for understanding concepts (e.g., play Mafia to experience ethical dilemma) © Institute of Play; Do Not Cite Monday, June 9, 2008 14
  • 27. Potential Uses of Gaming • Authoring systems--using games to • Gateways to technologies needed to help produce an artifact (e.g., game designs, understand and/or master another mods, videos, visual texts, avatars, body medium (learning Photoshop for Sims, of code, written texts, etc.) then Second Life) • Content systems--COTS games used to • Illustration--reflective systems used as supplement understanding (e.g. contexts for meta-cognitive tasks. COTS Civilization for history, Everquest for and board games help reflect on decision- economics) making • Simulations for manipulation--testing • Exemplars of points-of-view--identity theories about how systems work, how play, RPGs, etc. principles of design are implemented--as well as for measuring internal assessment • Code worlds--code systems such as measures (data) writing as primary mechanic of game play (text adventures, text-based mobile • Experiential context or “trigger systems” games). Writing is mode of action, for understanding concepts (e.g., play thinking, and expression. Mafia to experience ethical dilemma) © Institute of Play; Do Not Cite Monday, June 9, 2008 14
  • 28. References Gee, J.P. (2003). What video games have to teach us about learning and literacy. NY: Palgrave MacMillan. Graff, H. (1995). The labyrinths of literacy: Reflections on literacy past and present. Pittsburgh: Pittsburgh UP. Jenkins, H., Purushotma, R., Clinton, K., Weigel, M., & Robison, A. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Retrieved from http://digitallearning.macfound.org/site/ c.enJLKQNlFiG/b.2029291/k.97E5/Occasional_Papers.htm Lankshear, C. & Knobel, M. (2006). New literacies: Everyday practices and classroom learning (2nd ed.). London: Open UP. The New London Group (1996). A Pedagogy of multiliteracies: Designing social futures. Harvard Educational Review 66(1), 60-92. Salen, K., Torres, R., Wolozin, L., Rufo-Tepper, R. (2008). The Game School planning document: Draft 1.0. Personal copy. Scribner, S. & Cole, M. (1981). The psychology of literacy. Cambridge, MA: Harvard UP. Tyner, K. (1998). Literacy in a digital world. Mahwah, NJ: LEA, Inc. Unitd States. National Endowment for the Arts. (2007, November). To Read or not to read: A Question of national consequence. Retrieved 1 December 2007 from the NEA website: http://www.nea.gov/pub/pubLit.php Monday, June 9, 2008 15
  • 29. instituteofplay.org The Game School: Developing Theories and Practices Around Gaming Literacies Alice Robison Massachusetts Institute of Technology & The Game School alicerobison.org flickr.com/photos/iand Monday, June 9, 2008 16