“Computers are changing our world: how we work . . . how we shop . . . how we entertain ourselves . . . how we communicate . . . how we engage in politics . . . how we care for our health. . . . The list goes on and on. But will computers change the way we learn?”
(Shaffer, Squire, Halverson, & Gee, 2005)
Epistemic Games: Real World Problems Solving
As schools prepare students for academy knowledge, they also need
to recognize that outside the classroom the world is requiring skills that must
be applied to creative thinking and analytical reasoning. Educators can fulfill
this obligation by employing the use of epistemic games. Epistemic games are
computer games that are essentially about learning to think in innovative ways.
They’re designed to be educational tools for the digital age where the player
learns to think like professionals by playing a simulated game of such
professions as management, engineering, urban planning and other valued
professionals. Epistemic games are great ways of creating a learning
environments whereby students (players) can work in groups to collaborate and
solve complex real world problems. This allows them to make meaningful and
critical decisions in which “learning happens in the context of activity when a
person is trying to accomplish some meaningful goal and has to overcome
obstacles along the way (Shaffer, 2006, p. 3). The purpose of epistemic games
is to change the traditional world view of standardization testing and allow
students to think independently and creatively. This does not mean to simply
trade out textbooks for video games, however, it requires giving students the
tools they need to become competent and creative problem solvers. Becoming an
architect for example, is more than knowing materials properties and tools for
computer aided design. It is being able to see what architects see and being
able to frame it in ways the profession thinks, knowing how to work with and
talk with other architects and clients, and using concepts and procedures
within the scope of activities that constitutes architecture. David Williamson
Shaffer a pioneer and scholar on epistemic games development at the University
of Wisconsin Madison in his paper, Epistemic Games (Shaffer, 2006, p. 4) claims;
Rather than constructing a curriculum based on the ways of
knowing of mathematics, science, history, and language arts, we can imagine a
system in which students learn to work (and thus to think) as doctors, lawyers,
architects, engineers, journalists, and other valued reflective
practitioners—not in order to train for these pursuits in the traditional sense
of vocational education, but rather because developing those epistemic frames
provides students with an opportunity to see the world in a variety of ways
that are fundamentally grounded in meaningful activity and well aligned with
the core skills, habits, and understandings of a postindustrial society.
Shaffer
(2006) further states, epistemic games
provide ways of helping students learn to think like professionals.
Epistemic Frames:
Epistemic
games are organized around epistemic frames. Any profession is structured
around a culture that is composed of skills, values, knowledge, identities and
an epistemology that anchor how creative professionals operate. Shaffer calls
this configuration an epistemic frame: an integral theory of learning that sees
how the collection of a profession’s knowledge and skills synergistically work
together to create a learning community.
Sample Epistemic Games: Video games that are designed for learning.
Land Science: a virtual internship in which high school students assume the
role of interns at a fictitious urban planning firm, Regional Design
Associates. Their task is to propose a rezoning plan for a city and they must
take into account the demands of various community groups.
Nephrotex: a virtual internship for students at a
fictitious biomedical engineering design firm. The interns’ primary task is to develop a novel nanotechnology based
membrane for use in kidney dialysis systems.
RescuShell: a virtual internship for students at a fictitious
mechanical engineering design firm RescuTek. The interns are asked to develop
the legs for an assistive mechanical exoskeleton which will be used by rescue
personnel in dangerous or demanding situations.
Practical examples of the instructional model
Epistemic Games at work
This video described the motives and goals of the Epistemic Games Group at the University of Wisconsin-Madison. The group studies how digital learning tools can be implemented into classroom setting to help teach 21th century skills
David Williamson Shaffer’s talk, “How Computer Games Help People Learn” (Stockholm, September 2013), discusses the problems of modern education and how technology can be used to improve learning.
Types of Epistemic Games according to Collins and Ferguson:
Types of Epistemic Games according to Collins and Ferguson:
v Structural Analysis games
such as timelines
v Functional Analysis games
such as diagrams
v Process Analysis games
such as graphing.
Constructivism
Epistemic games fall under the Constructivism Learning Pedagogy: active learning is one of the four key principles or values this teaching approach has generated. "Constructivist learning theory focuses on the role of the learner in making meaning and constructing understanding. Both Piaget and Vygotsky emphasized the active role of the learner, but whereas Piaget emphasized stages of behavior and the child's accomplishment according to preceding developmental stages, Vygotsky emphasized the importance of social interaction" (Harasim 2012, page 68). "According to Vygotsky, child development is a sociogenetic process shaped by the individual's interactions, "dialogue," and "play" with the culture" (Ornstein and Hunkins, 2013)
Constructivist teachers emphasize the importance of problem-solving where students construct their knowledge and then work to solve a problem in their own way thinking like the profession they are role-playing either alone or in groups. "Constructivism seeks to tap into and trigger the student's innate curiosity about the world and how things work. Students are not expected to reinvent the wheel but to attempt to understand how it turns, how it functions" (Harasim 2012, page 69).
Related Links:
Partnership to Stimulate High School Students Interest in Engineering: Virtual internship
for Long Beach Unified School District in the summer of 2014
SodaConstructor: players construct a virtual creature of their own design and
then simulate how that creature would operate once gravity, friction and
muscles enter the equation.
TEDxSFED: The Urban School of San Francisco Simulcast post-event mini-presentations, by Aran Levasseur
TEDxSFED: The Urban School of San Francisco Simulcast post-event mini-presentations, by Aran Levasseur
References
from http://www.academia.edu/281203/Epistemic_Forms_and_Epistemic_Games_Structures_and_
Strategies_to_Guide_Inquiry
Harasim,
Linda (2012). Learning Theory and Online Technologies. New
York , New York: Routledge
Ornstein,
A.C. & Hunkins, F.P. (2013). Curriculum: Foundations, principles,
and issues(6th ed.). Upper Saddle River, NJ: Pearson
Education.
Shaffer, D. W., Squire, K. P., Halverson, R., &
Gee, J. P. (October 2005). Video Games
and The Future of Learning. p. 105. Retrieved from http://edgaps.org/gaps/wp-content/uploads/Video-Games-and.pdf
Shaffer,
D. W. (2006). Epistemic Forms and
Epistemic Games. Retrieved from http://edgaps.org/gaps/wp-content/uploads/ShafferEpistemic_frames_for_epistemic_games.pdf
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