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Semiotic Domains

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Semiotic Domains = Affinity Group + Situated Meaning

What Can Teachers Learn from Video Games?

Semiotic domains are defined by linguist and video game enthusiast James Paul Gee as a set of practices that utilize multiple modalities to convey meaning. In other words, a semiotic domain contains multiple signs — such as words, practices, experiences and more — in order to create meaning. For example, a teacher may be familiar with terms such as project-based learning, multimodal literacy, Maslow’s & Bloom’s, an “LMS”, or blended learning, but these same terms may have a different meaning outside of the teaching field.

What’s intriguing about semiotic domains is that by immersing ourselves in a new, related domain, we can gain a better understanding of our current domain. For example, learning about video game design can help teachers to think more critically and creatively when it comes to designing lessons.

A New Era of Learning: Reimagining Conferences for Inspired Teaching

In other words, just like AI – it’s a lot easier for us to become better at something by learning about related things rather than the same thing over and over again, especially after we’ve been at it for a while.

A New Era of Learning: Reimagining Conferences for Inspired Teaching

Gee (2007) describes semiotic domains as “any set of practices that recruits one or more modalities (e.g., oral or written language, images, equations, symbols, sounds, gestures, graphs, artifacts, etc.) to communicate distinctive types of meanings” (p. 18). Not that this description itself encompasses the whole of what is meant by the term. My understand is that a semiotic domain is governed by a specific or rather, specialized topic. For example, some semiotic domains I am part of or on the periphery of are as follows: Art Education, Mid-Century-Modern furniture, Modern Art, Paper Craft, Serigraphy, Reddit, Animal Crossing, Estate Law, Cooking/Food. What forms this semiotic domain as a distinct space is a series of shared social practices, and the internal and external design grammar that Gee (2007) describes (p. 30). Below I have listed the related concepts introduced by Gee that work together to describe different aspects of a semiotic domain. Some of these concepts have already popped up throughout this course:

  • Social Practice: “various distinctive ways of acting, interacting, valuing, feeling, knowing and using various objects and technologies” (p. 15).
  • Affinity Group: “the group of people associated with a given semiotic domain” (p. 27)
  • Internal Design Grammar: “the principles and patterns in terms of which one can recognize what is and what is not acceptable or typical content in a semiotic domain” (p. 30).
  • External Design Grammar: “the principles and patterns in terms of which one can recognize what is and what is not an acceptable or typical social practice and identity in regard to the affinity group associated with a semiotic domain” (p. 30).
  • Lifeworld Domain: “…’everyday,’ ‘ordinary’ life is itself a semiotic domain. In fact, it is a domain win which all of us have lots and lots of experience…I mean those occasions when we are operating (making sense to each other and to ourselves) as ‘everyday; people, not as members of more specialist or technical semiotic domains” (p. 36).
Keyword: Semiotic Domains

I want to talk about one particularly important type of learning: learning to be fluent in what I will call a “semiotic domain”. A semiotic domain recruits one or more modalities (e.g., oral or written language, images, equations, symbols, sounds, gestures, graphs, artifacts, and so forth) to communicate distinctive types of messages. By the word “fluent” I mean that the learner achieves some degree of mastery, not just rote knowledge. Here are some examples of semiotic domains: cellular biology, postmodern literary criticism, first-person- shooter video games, advertisements, Roman Catholic theology, modernist painting, midwifery, and so on and so forth through a nearly endless and motley list.

It is too bad we don’t have a better term than the one I am making up here— “semiotic domains””—but the essential insight I am trying to capture is that domains like Yu-Gu-Oh (a card and video game) for a young fan, Japanese anima manga (comic books) for an otaku (expert), and cellular biology for a cellular biologist are each domains of specialized representations, modalities, knowledge, and practices. In their own ways, each is quite complicated and each is grounded in a group of people who have cognitive and social interests and help uphold a set of standards and norms. Each domain allows people to communicate distinctive sorts of messages (information, values, ideas) to each other.

Any semiotic domain has what I will call a “design grammar” (New London Group, 1996; Gee 2003). By this I mean a set of principles or patterns in terms of which materials in the domain are combined to communicate complex meanings. For example, consider all the elements that must pattern together in a certain way to constitute the meaning “carefully controlled experiment” in some of the sciences. Or all the elements that must pattern together in a certain way in a first-person shooter video game to constitute the meaning “better to sneak here than shoot”. Or all the elements that must pattern together in a certain way in an advertisement to constitute the meaning “product will enhance your identity as a successful female in the new global economy”.

Learning in Semiotic Domains: A Social and Situated Account, James Paul Gee

To give you an idea of what a semiotic domain is; it is a possibility space of learning that uses a system of ‘signs’ or semiotics. This ‘sign’ system should be understood as one that uses all modes of communication; visual, sounds, writing, speech, and so on. JP Gee gives the example in his book of two types of science students in a class. The first has a passive knowledge of Newton’s Laws for example. He can list them, but he cannot apply them. The second student, on the other hand, can both recite them, and is able to apply them, but also has the ability to manipulate them in order innovate and create new knowledge for herself. This second student has, therefore, become literate in the semiotic domain of “science”.

The benefits of entering something like a semiotic domain, according to Gee, has three distinct results:

  • The opportunity to experience the world in new ways
  • You automatically become affiliated with a like-minded social group
  • And you gain the resources for future learning and/or opportunities to become affiliated with other (similar) domains.

As such this piece will mainly focus on the concept of the semiotic domain as an active learning environment; the steps of comprehension, (re-)production and innovation.

The immersive power of semiotic domains

What would it look like to embrace semiotic domains as a “new form” of conferencing? Instead of attending educational conferences, what if teachers were sent to learn from community planners, documentary producers, board game creators, or graphic designers? What would it look like to take our expertise as educators, pair it with the expertise of other fields, then connect-the-dots between our fields? This is teaching-as-artistry: being able to flourish in our domain.

A New Era of Learning: Reimagining Conferences for Inspired Teaching
What Can Teachers Learn from Video Games?
What can educators learn outside of education?

Mindfood v: Top 3 (Non-Ed) Spaces to Learn About Education
Sharing how we can learn from domains other than ours.

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