Tuesday, November 16, 2010

Gee's Learning principles from Video Games31-36

tell us about Gee's Learning principles from Video Games 31-36

6 comments:

  1. Principle 31: Cultural models about learning principle
    • Learning is set up in such a way that learners come to think consciously and reflectively about their cultural models regarding the world, without denigration of their identities, abilities or social affiliations and then juxtapose them to new models of learning and themselves as the learners.

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  2. #34
    Dispersed Principle
    “Meaning/knowledge is dispersed in the sense that the learner shares it with others outside the domain/game, some of whom the learner may rarely or never see face to face.”
    Gee used the example of utilizing cheat codes and walkthroughs posted by other users. The player is then able to use their knowledge without ever interacting with them in the game or in person. Academic articles, books, and other scholastic items are similar to these walkthroughs and contribute to the dispersed principle.

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  3. 35. Affinity Group Principle: Learners of a specific thing become their own "group" bonded by their experience, regardless of whatever cultures or groups they are a part of previously.

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  4. Principle #36: Insider Principle:
    The learner is an “insider,” “teacher,” and “producer” (not just a “consumer”) able to customize the learning experience and domain/game from the beginning and throughout the experience.

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  5. 32. Cultural Models for Semiotic Domains Principle: Users are able to learn about and juxtapose aspects of the semiotic domain they are functioning in, with real-world aspects of culture.

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  6. 36) Insider Principle
    The learner is an "insider," "teacher," and "producer" (not just a consumer) able to customize the learning experience and the domain/game from the beginning and throughout the experience.

    Melissa Orantes

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