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 "Filament Games" By Dan Norton- Serious Play Conference 2012
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"Filament Games" By Dan Norton- Serious Play Conference 2012

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Dan Norton speaks about "Filament Games" at the 2012 Serious Play Conference …

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.

Published in: Education, Technology

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Transcript

  • 1. The BookSeriously, read thisbook.
  • 2. The QuestionObjectives Into Mechanics How Does That Work?
  • 3. Philosophy Learning ObjectivesGameplay Verbs Empowered Identity Interactive Systems
  • 4. 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 Principle
  • 5. An Example1) All aspects of the the learningenvironment (including ways in whichthe semiotic domain is designed andpresented) are set up to encourageactive and critical, not passive, learning.
  • 6. Turn it Into a Tool!Does this apply to yourgame? Does this not apply to your game, or does your game need to be improved to address this?
  • 7. Turn it Into a Tool!1) All aspects of the the learning environment (including ways in which thesemiotic domain is designed and presented) are set up to encourage active andcritical, not passive, learning. Is the player being Is the player being allowed the freedom to directly instructed to explore and learn by perform tasks without doing, not by being choice or context as to told? why?
  • 8. Spreadsheet Madness! <Fire it Up>http://www.tinyurl.com/spcgee2
  • 9. Turn it Into a Tool!Is the player being Is the player beingallowed the freedom to directly instructed toexplore and learn by perform tasks withoutdoing, not by being choice or context as totold? why?
  • 10. Your Turn!Lets Talk About Games and crank up the Geemotizer!!!!!!
  • 11. ContactDan WhiteCEOwhite@filamentgames.comDan NortonCreative Directornorton@filamentgames.comMaurice CheeksSales & Outreach Directormocheeks@filamentgames.com
  • 12. Useful Links:www.seriousplayconference.comwww.seriousgamesdirectory.comwww.seriousgamesassociation.comContact:sbohle@seriousgamesassociation.com