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 of their identities, abilities, or social affiliations, and juxtapose them to new models about this domain.
For more details, see James Paul Gee. What Video Games Have to Teach us About Learning and Literacy (New York: Palgrave Macmillan, 2003).
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