Telling, Doing, & Cultural Models

Read Chapters 5 & 6

Discussion Questions

  • What where the notable take aways from these chapters?
  • How does the information from these chapters help you in your teaching?
  • What ways can we support students as they engage in transference of knowledge during learning to real world use cases?
  • What cultural models do student bring to your classrooms that help or inhibit their learning?
  • How can help students explore their own cultural models as they engage in our courses?
  • What are your own cultural models you bring into the classroom when teaching?
  • Do any of Gee’s Learning Principles (#23 – #32 are listed in these chapters) stand out to you?

Resources

Gameplay videos from these two chapters:

  • Tomb Raider: The Last Revelation – More gameplay that Gee references during chapter 5. Specifically in regards to the first level.
  • Return to Castle Wolfenstein – Gee talks about this game, specifically the final boss fight when talking about “transference” of learning during problem solving in new situations.
  • System Shock 2 – This game is another example Gee uses to talk about situated learning and designed learning experiences over “free for all” learning without guidance or direction.
  • Sonic Adventure 2: Battle – When Gee references cultural models he goes into the perspectives of Sonic versus Shadow in this game.
  • Operation Flashpoint: Cold War Crisis – Gee reveals how this realistic shooter made him reflect on his own cultural models.
  • Metal Gear Solid – One video game example Gee uses that subjects him (and players) to cultural models they’re unfamiliar with as part of the game’s design.

Discussion

Topics In Practice

Top Examples

  1. Digital Polarization Initiative (+1)

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