CONTENT + COROLLARY LEARNING
- Intelligence does not lie in content of game (Johnson)
- It's not what the player is thinking about, but the way she is thinking (Johnson)
CONNECTIONISM
PATTERNS
- The human brain seeks order (Gee, Johnson)
AFFINITY GROUPS (COMMUNITIES OF PRACTICE)
- Gaming can be social (Johnson)
IDENTITIES AS LANGUAGE LEARNER AND GAMER (VIRTUAL, REAL-WORLD, PROJECTIVE)
LEARNING PRINCIPLES
- “[C]ognitive scientists have argued that the most effective learning takes place at the outer edges of a student’s competence: building on knowledge that the student has already acquired, but challenging him with new problems to solve. Make the learning environment too easy, or too hard, and students get bored or frustrated and lose interest. But if the environment tracks along in sync with the students’ growing abilities, they’ll stay focused and engaged.” (Johnson, p. 177)
PSYCHOSOCIAL MORATORIUM
PLAYABILITY
- Best-selling games are open-ended, no definite endings – can be played forever (Johnson)
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