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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.
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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. 2. 3. 4. 5. 6. 7. 8. 9. 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 25. Concentrated Sample Principle 26. Bottom-up Basic Skills Principle 27. Explicit Information On-Demand and Just-in-Time Principle 28. Discovery Principle 29. Transfer Principle 30. Cultural Models about the World Principle 31. Cultural Models about Learning Principle 32. Cultural Models about Semiotic Domains Principle 33. Distributed Principle 34. Dispersed Principle 35. Affinity Group Principle 36. Insider Principle Active, Critical Learning Principle Design Principle Semiotic Principle Semiotic Domains Principle Meta-level thinking about Semiotic Domain Principle "Psychosocial Moratorium" Principle Committed Learning Principle Identity Principle Self-Knowledge 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 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?
Spreadsheet Madness! <Fire it Up> http://www.tinyurl.com/spcgee2
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!!!!!!
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