Spend some time with Lowood & Guins, Gaming Lexicon text in World 4... what are 3 terms you connected with and explored... were they familiar or unfamiliar? Jot down a section term that seems particularly promising to talk about. Share with partners around you why you chose the terms you did.
- Virtual Identity: Controlling a "virtual" character, their decisions and actions via the virtual world. (e.g. James Paul Gee as Bead-Bead the Half-Elf)
- Real World Identity: The identity of the player as non-virtual, essentially the players bring their background, beliefs, and decision making to the gameplay. (e.g. James Paul Gee as a professor, linguist, former Cathloic)
-Projective Identity: projecting one's real-world values/desires onto the virtual character; two merging identities.
"A game like Arcanum is powerfully caught up in the act of playing with identities; However all deep learning (active, critical learning) is caught up with identity, learning domains and engaging with their affinity group" (54).
Psychosocial moratorium - a learning space in which the learner can take risks where real-world consequences are lowered. After all, you can save the game and start back at the save point when you fail (59).
Games involve:
- Action/Interaction - Playing with identities -entering an affinity group
-Time/effort commitment - Learning new environments
What are factors that determine what games and media we consume?
What role does your identity and background play on the characters you may create? How do users change their identity online?
Decision making has consequences for the game and the player. Why do people learn hard and complex things?
We will practice today in our Canvas assignment responding to core questions we should be answering in our first essay, the Twin Essay #1: Gaming and Media Experiences. What are crucial ways you will explore ideas of forming identity, media literacy and learning a new platform? How will you show how an affinity group works? What signs and special language is important for the game/media you are discussing?
"If people are successful learners in the domain, they will be valued and accepted by others committed to that domain-the affinity group associated with the domain" (Gee 54).
"It is my contention that active, critical learning in any domain should lead to learners becoming, in a sense, designers" (Gee 96)
Hinton, Corrine. (2010). So you've got a writing assignment, now what? Writing Spaces, 1
Hinton, Corrine. (2010). So you've got a writing assignment, now what? Writing Spaces, 1
What are you including in your 1st draft?
What thesis (central) statement will be in your 1st draft?
- The game that best demonstrates literacy skills is... and in
these ways...
- There are lessons to be learned about design, multimodal
space, and literacy because of__________.
- The gaming community of ____________ consists of new
experiences, social practices of the group, and resources they
use, which I have been a part of.
- By understanding the concept of _________ people will have a
better knowledge and awareness of...
- Within this paper, the main claims I will discuss are 1, 2, 3, so
that....
How does learning something new challenge us? How do we show literacy or mastery interacting with our media?
"Active learning" is knowing how something works but thinking critically about how a group responds to the media. Look up one of Gee's examples online and answer the question: How does someone learn this content? What skills are necessary approaching this domain?
"...the player must figure out the rule system (patterns) that constitutes the simulation (the rules that the simulation follows thanks to how it's designed). The Player must discover what is possible and impossible (and in what ways) within the simulation in order to solve problems and carry out goals" (Gee 199).
16 Video Game User Appeals
As a group, decide how you want to divide up the tasks equally as you respond to a definition or concept from one of our readings. How do you apply yourself to the concepts we've encountered this week? Are you drawing from past/current experience? Or, what new ideas could these terms help you explore within gaming/media culture?
Toward the end of class, I'll see how certain members responded to a task...
Gee writes, "Literacy requires more than just being able to decode (words or images for instance)... we need to focus on not just "codes" or "representations", but the domains in which these codes are used" (18). Semiotics means knowing what "signs" are and how they work (e.g. gestures, slang, specialized words, cues, types of images/sounds) . Contribute examples of "signs" in the discussion thread In-Class Week 3 - Practice Examples with Semiotics.
Give examples of "signs" or "codes" used for
After posting, share with a partner what the most important signs/codes you listed might be connected to a task, sport, or game.
Practicing Examples with Semiotics
Research Assistant A.I. - How can I find both popular and scholarly studies? What can I find through a basic search versus a more database-like experience?
We'll spotlight Elicit.org today for our forum!
Consult the Handout Template under our first essay prompt and decide what area of content your going to write about and approach first in your essay. I will come around in class later to see what you've brainstormed - Try out one of the Thesis Statement Models!