Reviews by Pancho @ "What Video Games Have to Teach Us About Learning and Literacy" By James Paul Gee. Chapter 2
🎮What Video Games Have to 🎲Teach Us About Learning and Literacy📙
In this chapter, James Paul explains how the semiotic domains can be found in video games as well. One example that he used was the old SNES game Pikmin. By analyzing the video game Pikmin, he concluded that most video games teach players how to work in their environments through exploration and through trial and error.
The first thing that Paul notices is the objective of the game, being that Captain Olimar is stranded and has to help rebuild his ship if he wants to survive. By finding small plant creatures with distinct abilities, the game can incorporate a sense of meaning or virtue to players.
For example, in this game, the red creature has an arsenal of attacks that can be used to break down barriers or defeat enemies.
Situated domains can be found in almost all games; it’s just portrayed differently from, how we would learn it academically.
This is how James Paul Gee theorizes that video games teach the players semiotic domains.
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