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.
6. 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.
7. 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?
8. 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 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?
10. Turn it Into a Tool!
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?