M2

computer and old booksOverview

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 video games 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 video game violence controversy.

Topic 2-A: Lifeworlds and Semiotic Domains

Topic 2-B: Violence in Games

Topic 2-C: Critical Learning

Topic 2-D: Game-based Lesson Plan: Part 1

Activity Checklist

Open the Learning Activity Checklist (pdf).

The Checklist can be saved to your local drive by clicking Save Save button on the toolbar. As you complete Module Assignments, check them off on this electronic copy. Alternatively, you can print a copy to complete.

Module Two Objectives

At the completion of this module, you will be able to:

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