Gee’s 36 learning principles
These principles are typed verbatim from the Appendix to What Games Have to Teach Us About Literacy
and Learning. Throughout the book, Gee positions these as principles that
good games have and that learning in and out of schools should have.
- Active, Critical
Learning Principle: All aspects of the environment (including the ways in
which the semiotic domain is designed and presented) are set up to encourage
active and critical, not passive,
learning.
- Design Principle: Learning about and
coming to appreciate design and design principles is core to the learning
experience.
- Semiotic Principle: Learning about and
coming to appreciate interrelations within and across multiple sign systems
(images, words, actions, symbols, artifacts, etc.) as a complex system is core
to the learning experience.
- Semiotic Domains Principle: Learning
involves mastering, at some level, semiotic domains, and being able to
participate, at some level, in the affinity group or groups connected to them.
- Metalevel thinking about semiotic domains
principle: Learning involves active and critical thinking about the
relationships of the semiotic domain being learned to other semiotic domains.
- “Psychosocial Moratorium” Principle: Learners
can take risks in a space where real-world consequences are lowered.
- Committed learning principle: Learners
participate in an extended engagement (lots of effort and practice) as an
extension of their real-world identities in relation to a virtual identity to
which they feel some commitment and a virtual world that they find compelling.
- Identity principle: Learning involves
taking on and playing with identities in such a way that the learner has real
choices (in developing the virtual identity) and ample opportunity to mediate
on the relationship between new identities and old ones. There is a tripartite
play of identities as learners relate, and reflect on, their multiple
real-world identities, virtual identity, and a projective identity.
- Self-knowledge principle: The virtual
world in constructed in such a way that learners learn not only about the
domain but about themselves and their current and potential capacities.
- Amplification of input principle: For a
little input, learners get a lot of output.
- Achievement principle: For learners of
all levels of skill there are intrinsic rewards from the beginning, customized
to each learner’s level, effort, and growing mastery and signaling the
learner’s ongoing achievements.
- Practice principle: Learners get lots
and lots of practice in a context where the practice is not boring (i.e., in a
virtual world that is compelling to the learners on their own terms and where
the learners experience ongoing success). They spend lots of time on task.
- Ongoing learning principle: The
distinction between learner and master is vague, since learners, thanks to the
operation of the “regime of competence” principle listed next, must, at higher
and higher levels, undo their routinized mastery to adapt to new or changed
conditions. There are cycles of new learning, automatization, and undoing
automatization, and new reorganized automatization.
- “regime of competence” principle: The
learner gets ample opportunity to operate within, but at the outer edge of, his
or her resources, so that at those points things are felt as challenging but
not “undoable.”
- Probing principle: Learning is a cycle
of probing the world (doing something); reflecting in and on this action and,
on this basis, forming a hypothesis; reprobing the world to test this
hypothesis; and then accepting or rethinking the hypothesis.
- Multiple routes principle: There are
multiple ways to make progress or move ahead. This allows learners to make
choices, rely on their own strengths and styles of learning and problem
solving, while also exploring alternative styles.
- Situated meaning principle: The
meanings of signs (words, actions, objects, artifacts, symbols, texts, etc.)
are situated in embodied experience. Meanings are not general or decontextualized.
Whatever generality meanings come to have is discovered bottom up via embodies
experiences.
- Text principle: Texts are not
understood purely verbally (i.e. only in terms of the definitions of the words
in the text and their text-internal relationships to each other) but are
understood in terms of embodied experiences. Learners move back and forth
between texts and embodied experiences. More purely verbal understanding
(reading texts apart from embodied action) comes only when learners have had
enough embodied experience in the domain and ample experiences with similar
texts.
- Intertextual principle: The learner
understands texts as a family (“genre”) of related texts and understands any
one such text in relation to others in the family, but only after having
achieved embodied understandings of some texts. Understanding a group of texts
as a family (genre) of texts is a large part of what helps the learner make
sense of such texts.
- Multimodal principle: Meaning and
knowledge are built up through various modalities (images, texts, symbols,
interactions, abstract design, sound, etc.), not just words.
- “material intelligence” principle: Thinking,
problem solving, and knowledge are “stored” in tools, technologies, material
objects, and the environment. This free learners to engage their minds with
other things while combining the results of their own thinking with the
knowledge stored in these tools, technologies, material objects, and the
environment to achieve yet more powerful effects.
- Intuitive knowledge principle: Intuitive
or tacit knowledge built up in repeated practice and experience, often in an
association with an affinity group, counts a great deal and is honored. Not
just verbal and conscious knowledge is rewarded.
- Subset principle: Learning even at its
start takes place in a (simplified) subset of the real domain.
- Incremental principle: Learning
situations are ordered in the early stages so that earlier cases lead to
generalizations that are fruitful for later cases. When learners face more
complex cases later, the hypothesis space (the number and type of guesses the
learner can make) is constrained (guided) by the sorts of fruitful patterns or
generalizations the learner has found earlier.
- Concentrated sample principle: The learner
sees, especially early on, many more instances of fundamental signs and actions
than would be the case n a less controlled sample. Fundamental signs and
actions are concentrated in the early stages so that learners get to practice
them often and learn them well.
- Bottom-up basic skills principle: Basic
skills are note learned in isolation or out of context; rather, what counts as
a basic skill is discovered bottom up by engaging in more and more of the
genre/domain or game/domain like it. Basic skills are genre elements of a given
type of game/domain.
- Explicit information on-demand and
just-in-time principle: The learner is given explicit information both on
demand and just in time, when the learner needs it or just at the point where
the information can best be understood and used in practice.
- Discovery principle: Overt telling is
kept to a well-thought-out minimum, allowing ample opportunity for the learner
to experiment and make discoveries.
- Transfer principle: Learners are given
ample opportunity to practice, and support for, transferring what they have
learned earlier to later problems, including problems that require adapting and
transforming that earlier learning.
- Cultural models about the world principle:
Learning is set up in such a way that learners come to think consciously and
reflectively about some of their cultural models regarding the world, without
denigration of their identities, abilities, or social affiliations, and
juxtapose them to new models that may conflict with or otherwise relate to them
in various ways.
- Cultural models about learning principle:
Learning is set up in such a way that learners come to think consciously and
reflectively about their cultural models of learning and themselves as
learners, without denigration of their identities, abilities, or social affiliations,
and juxtapose them to new models of learning and themselves as learners.
- Cultural models about semiotic domains
principle: Learning is set up in such a way that learners come to think
consciously and reflectively about their cultural models about a particular
semiotic domain they are learning, without denigration to their identities,
abilities, or social affiliations, and juxtapose them to new models about this
domain.
- Distributed principle: Meaning/knowledge
is distributed across the learner, objects, tools, symbols, technologies, and
the environment.
- Dispersed principle: Meaning/knowledge
is dispersed in the sense that the learner shares it with others outside the
domain/game, some of whom the learner may rarely or never see fact to face.
- Affinity group principle: Learners
constitute an “affinity group,” that is, a group that is bonded primarily
through shared endeavors, goals, and practices and not shared race, gender,
nation, ethnicity, or culture.
- Insider principle: The learner is an “insider,” “teacher,” and “producer” (not just a “consumer”) able to customize the learning experience and domain/game from the beginning and throughout the experience.
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