Games as Semiotic Domains
This module introduces "semiotic domains," i.e., social spaces where knowledge is co-constructed and meaning is defined by social agreement.
Beginning with a discussion of the way in which videogames present players with meanings and patterns to be discovered, it continues with understanding how those patterns are meant to manipulate our behavior (a critical perspective of the meanings in the game) becomes a central aspect of playing.
This module concludes with an analysis of the way in which the interpretation of these meanings plays out in the videogame violence controversy.
At the completion of this Module, you will be able to:
- Explain basics of gaming mechanics.
- Critically evaluate learning games to determine how they relate to academic content and standards.
- Identify contemporary developments in video games and video gaming culture.
- Analyze current beliefs and assumptions about using video and computer games in the classroom for learning purposes.
Module Two Activity Checklist
Open the Learning Activity Checklist (pdf).
The Checklist can be saved to your local drive by clicking Save on the toolbar. As you complete Module Assignments, check them off on this electronic copy. Alternatively, you can print a copy to complete.