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What Video
 Games Have
 To Teach Us
    About
Learning and
  Literacy
    By James
    Paul Gee
Summary

The author of this book goes into
detail about how video games are
 great tools to teach learning &
             literacy.
He also “coins” the term
SEMIOTIC DOMAINS…..
“Collective consciousness shared by people with
   similar interests, attributes, or skill sets
 including: images, words, sounds/gestures.”
Response
   This books gives me a “new”
  perspective about Video Games!
oI used to play video games
 up until High School
My
 husband
still plays
   video
  games
oI used to feel like video
 games were just for
 “youngsters” (maybe
 someone up to the early 20’s)
oNow……..I’m a little on the
 fence 
• The author describes in detail 36
  principles of learning that are
  built into playing video games.
The 36 Learning Principles
   Active, critical learning        Intertextual
   Design                           Multimodal
   Semiotic                         “material intelligence”
   Semiotic domains                 Intuitive knowledge
   Metalevel thinking about         Subset            Dispersed
    semiotic domains                 Incremental       Affinity
   “psychosocial moratorium”        Concentrated Sample group
   Committed learning                                  Insider
                                     Bottom-up basic skills
   Identity                         Explicit information on-
                 
    Self knowledge Multiple           demand & just-in-time
   Achievement     routes           Discovery
   Practice       Text             Transfer
                   Amplificati
   Ongoing learning of input
                    on               Cultural models about the
   “regime of competence”            world
   Probing                          Cultural models about
   Situated meaning                  learning
                                     Cultural models about
Semiotic Domains
Active, critical learning
principle
Design principle
Semiotic principle
Semiotic domains principle
Meta-level thinking about
semiotic domains
Those who play video games    They may develop new
may learn to experience the   resources for new learning &
world in a new way and gain   problem solving and learn
the potential to join         how to think as they are
(collaborate) with a new      engaged.
group.
Learning & Identity
“psychosocial moratorium”
principle
Committed learning principle
Identity principle
Self knowledge principle
Amplification of Input
principle
Achievement principle
Video games provide the      Video games also provide the
opportunity for players to   players rewards for their
take risks with low          effort. This in turn may be
consequences.                very motivating for the player
                             (learner).
Learning & Identity
Practice
Ongoing learning
“regime of
competence”


Students learn when they    Video games involve
have a chance to practice   learners in an engaging
and interact with what      way and also provides
they are “learning.”        many practice sessions.
Situated Meaning & Learning
 Probing principle
 Multiple routes
  principle
 Situated meaning
  principle
 Text principle
Video games provide            A student could read a
experiences for learners to    passage about weathering
draw on. These experiences     & erosion, but if they are
allow the learner to have a    unfamiliar with these
greater understanding of       terms, then there can be a
the content. The learner can   disconnect & hinder new
draw from these                learning. Video games help
experiences when learning      to fill in some of those gaps.
new content.
Situated Meaning & Learning
                   Intertextual
                   Multimodal
                   “material
                   intelligence”
                   Intuitive knowledge
Learners can use the          Those who play video      Video games promote
language of a “genre”         games benefit from        and encourage intuitive
(fantasy, etc) of a game      “material intelligence”   knowledge and not just
and apply it to new           because they do not       book knowledge. Many
situations. Multiple          have to remember all of   schools and teachers fail
modalities are used in        the knowledge because     to realize the importance
video games to help           objects within the game   of this type of
communicate different         can store some of this    knowledge.
meanings which are            knowledge which they
helpful to survival in that   can tap into at a later
game.                         time.
Subset principle
     Telling & Doing
 Incremental principle
 Concentrated Sample
 principle
 Bottom-up basic skills
 principle
 Explicit information on-
 demand & just-in-time
 principle
 Discovery principle
 Transfer principle
Video games pull from       Video games provide the
prior knowledge. They       opportunity for the
provide pertinent           learner to experiment and
information on a need to    take chances which allows
know basis as well as on-   the learner to make new
demand.                     discoveries on their own.
Cultural Models
Cultural models about the
world principle
Cultural models about
learning principle
Cultural models about semiotic
domains principle

Video games allow learners to       Video gamers prefer “hard” over
reflect on cultural models of the   “easy.” Video games would be a
world and what these means to       way to engage students and
them. Words and actions have        even may excite them about
different meanings based on         learning. Imagine students
ones’ cultural. Video games give    asking for “harder” questions,
learners the opportunity to         assignments, or projects! 
reflect on these and appreciate
other perspectives.
The Social Mind
   Distributed principle
   Dispersed principle
   Affinity group
    principle
   Insider principle

Video games provide opportunities to learn new material
individually or collaboratively. Learning is very social and
video games allow individuals to play with each other in a
competitive and engaging environment.
What is the link to society, culture, and
              technology?
               Video Games & Learning
o Learning and Literacy mean different things to
  different groups of people.
o Video games are a type of technology that
  today’s learner would find engaging and fun!
o Video games are popular in our society and
  used by many(young & old).
Video Games are part of our society and are valued by some
cultures within our society. They are also a type of popular
                  technology in our society.
The 36 Learning Principles
   Active, critical learning        Intertextual
   Design                           Multimodal
   Semiotic                         “material intelligence”
   Semiotic domains                 Intuitive knowledge
   Metalevel thinking about         Subset            Dispersed
    semiotic domains                 Incremental       Affinity
   “psychosocial moratorium”        Concentrated Sample group
   Committed learning                                  Insider
                                     Bottom-up basic skills
   Identity                         Explicit information on-
                 
    Self knowledge Multiple           demand & just-in-time
   Achievement     routes           Discovery
   Practice       Text             Transfer
                   Amplificati
   Ongoing learning of input
                    on               Cultural models about the
   “regime of competence”            world
   Probing                          Cultural models about
   Situated meaning                  learning
                                     Cultural models about
What Video Games
       Have
To Teach Us About
  Learning and
     Literacy
        By James
        Paul Gee

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Bullock Book Expo

  • 1. What Video Games Have To Teach Us About Learning and Literacy By James Paul Gee
  • 2. Summary The author of this book goes into detail about how video games are great tools to teach learning & literacy.
  • 3. He also “coins” the term SEMIOTIC DOMAINS….. “Collective consciousness shared by people with similar interests, attributes, or skill sets including: images, words, sounds/gestures.”
  • 4. Response This books gives me a “new” perspective about Video Games! oI used to play video games up until High School
  • 6. oI used to feel like video games were just for “youngsters” (maybe someone up to the early 20’s) oNow……..I’m a little on the fence 
  • 7. • The author describes in detail 36 principles of learning that are built into playing video games.
  • 8. The 36 Learning Principles  Active, critical learning  Intertextual  Design  Multimodal  Semiotic  “material intelligence”  Semiotic domains  Intuitive knowledge  Metalevel thinking about  Subset  Dispersed semiotic domains  Incremental  Affinity  “psychosocial moratorium”  Concentrated Sample group  Committed learning  Insider  Bottom-up basic skills  Identity  Explicit information on-   Self knowledge Multiple demand & just-in-time  Achievement routes  Discovery  Practice  Text  Transfer  Amplificati  Ongoing learning of input on  Cultural models about the  “regime of competence” world  Probing  Cultural models about  Situated meaning learning  Cultural models about
  • 9. Semiotic Domains Active, critical learning principle Design principle Semiotic principle Semiotic domains principle Meta-level thinking about semiotic domains Those who play video games They may develop new may learn to experience the resources for new learning & world in a new way and gain problem solving and learn the potential to join how to think as they are (collaborate) with a new engaged. group.
  • 10. Learning & Identity “psychosocial moratorium” principle Committed learning principle Identity principle Self knowledge principle Amplification of Input principle Achievement principle Video games provide the Video games also provide the opportunity for players to players rewards for their take risks with low effort. This in turn may be consequences. very motivating for the player (learner).
  • 11. Learning & Identity Practice Ongoing learning “regime of competence” Students learn when they Video games involve have a chance to practice learners in an engaging and interact with what way and also provides they are “learning.” many practice sessions.
  • 12. Situated Meaning & Learning Probing principle Multiple routes principle Situated meaning principle Text principle Video games provide A student could read a experiences for learners to passage about weathering draw on. These experiences & erosion, but if they are allow the learner to have a unfamiliar with these greater understanding of terms, then there can be a the content. The learner can disconnect & hinder new draw from these learning. Video games help experiences when learning to fill in some of those gaps. new content.
  • 13. Situated Meaning & Learning Intertextual Multimodal “material intelligence” Intuitive knowledge Learners can use the Those who play video Video games promote language of a “genre” games benefit from and encourage intuitive (fantasy, etc) of a game “material intelligence” knowledge and not just and apply it to new because they do not book knowledge. Many situations. Multiple have to remember all of schools and teachers fail modalities are used in the knowledge because to realize the importance video games to help objects within the game of this type of communicate different can store some of this knowledge. meanings which are knowledge which they helpful to survival in that can tap into at a later game. time.
  • 14. Subset principle Telling & Doing Incremental principle Concentrated Sample principle Bottom-up basic skills principle Explicit information on- demand & just-in-time principle Discovery principle Transfer principle Video games pull from Video games provide the prior knowledge. They opportunity for the provide pertinent learner to experiment and information on a need to take chances which allows know basis as well as on- the learner to make new demand. discoveries on their own.
  • 15. Cultural Models Cultural models about the world principle Cultural models about learning principle Cultural models about semiotic domains principle Video games allow learners to Video gamers prefer “hard” over reflect on cultural models of the “easy.” Video games would be a world and what these means to way to engage students and them. Words and actions have even may excite them about different meanings based on learning. Imagine students ones’ cultural. Video games give asking for “harder” questions, learners the opportunity to assignments, or projects!  reflect on these and appreciate other perspectives.
  • 16. The Social Mind Distributed principle Dispersed principle Affinity group principle Insider principle Video games provide opportunities to learn new material individually or collaboratively. Learning is very social and video games allow individuals to play with each other in a competitive and engaging environment.
  • 17. What is the link to society, culture, and technology? Video Games & Learning o Learning and Literacy mean different things to different groups of people. o Video games are a type of technology that today’s learner would find engaging and fun! o Video games are popular in our society and used by many(young & old). Video Games are part of our society and are valued by some cultures within our society. They are also a type of popular technology in our society.
  • 18. The 36 Learning Principles  Active, critical learning  Intertextual  Design  Multimodal  Semiotic  “material intelligence”  Semiotic domains  Intuitive knowledge  Metalevel thinking about  Subset  Dispersed semiotic domains  Incremental  Affinity  “psychosocial moratorium”  Concentrated Sample group  Committed learning  Insider  Bottom-up basic skills  Identity  Explicit information on-   Self knowledge Multiple demand & just-in-time  Achievement routes  Discovery  Practice  Text  Transfer  Amplificati  Ongoing learning of input on  Cultural models about the  “regime of competence” world  Probing  Cultural models about  Situated meaning learning  Cultural models about
  • 19. What Video Games Have To Teach Us About Learning and Literacy By James Paul Gee