After posting, we'll discuss & share at our tables...
- 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 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?
What determines what games and media we are interested in? What are patterns of learning in games/media?
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 are 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, 1Hinton, Corrine. (2010). So you've got a writing assignment, now what? Writing Spaces, 1What 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....
We will get with our groups later in class to discuss our topics and share what to expect for drafting response day.
After commenting on drafts and discussing in groups, respond in the following thread:
How does learning something new challenge us? How do we show literacy or mastery interacting with our media?
16 Video Game User Appeals
"Active learning" is knowing how something works but thinking critically about how a community interacts, circulates resources, and builds on their knowledge. Look up one of Gee's examples online and answer the question: How does someone learn this content? What skills are necessary developing skills in this interactive domain? Apply active learning to YOU! (Respond in Chat feature.)
"...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).
Individually, decide how you want to respond to ONE of the tasks connected to a definition or concept from one of our James Paul Gee readings or Lee et al. Reading. 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?
We will partner up next class session to discuss what task and examples we selected. Leave a comment in this assignment what you discussed with a partner as being important takeaways about games & learning.
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" "symbols" "codes" used for meaning:
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 Research A.I. 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 in a Word Doc - Try out one of the Thesis Statement Models!