"filament games" by dan norton- serious play conference 2012
DESCRIPTION
Dan Norton speaks about "Filament Games" at the 2012 Serious Play Conference ABSTRACT: In this presentation, Dan will walk the audience through a spiffy new design tool that his organization is tentatively calling the Geemotizer. The Geemotizer is an analysis tool for learning games, applying James Paul Gee’s 36 original learning principles from his book “What Videogames Have to Teach Us About Learning and Literacy”. After demonstrating the tool, we’ll unveil useful categories of a game’s strengths that can help designers and critics evaluate learning games, both during development and after deployment.TRANSCRIPT
Seriously, read this book.
The Book
The Question
Objectives Into Mechanics
How Does That Work?
Philosophy
Learning Objectives
Gameplay Verbs Empowered Identity Interactive Systems
The Principles1. Active, Critical Learning Principle2. Design Principle3. Semiotic Principle4. Semiotic Domains Principle5. Meta-level thinking about Semiotic Domain Principle6. "Psychosocial Moratorium" Principle7. Committed Learning Principle8. Identity Principle9. Self-Knowledge Principle10. Amplification of Input Principle11. Achievement Principle12. Practice Principle13. Ongoing Learning Principle14. "Regime of Competence" Principle15. Probing Principle16. Multiple Routes Principle17. Situated Meaning Principle18. Text Principle19. Intertextual Principle20. Multimodal Principle21. "Material Intelligence" Principle22. Intuitive Knowledge Principle23. Subset Principle24. Incremental Principle25. Concentrated Sample Principle26. Bottom-up Basic Skills Principle27. Explicit Information On-Demand and Just-in-Time Principle28. Discovery Principle29. Transfer Principle30. Cultural Models about the World Principle31. Cultural Models about Learning Principle32. Cultural Models about Semiotic Domains Principle33. Distributed Principle34. Dispersed Principle35. Affinity Group Principle36. Insider 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!
Is the player being allowed the freedom to explore and learn by doing, not by being told?
Is the player being directly instructed to perform tasks without choice or context as to why?
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!
Is the player being allowed the freedom to explore and learn by doing, not by being told?
Is the player being directly instructed to perform tasks without choice or context as to why?
Your Turn!
Let's Talk About Games and crank up the Geemotizer!!!!!!
Dan WhiteCEO
Contact
Dan NortonCreative Director
Maurice CheeksSales & Outreach Director
Useful Links: www.seriousplayconference.comwww.seriousgamesdirectory.comwww.seriousgamesassociation.com
Contact: [email protected]