Article,

Epistemic frames for epistemic games

.
Computers and Education, (in press)

Abstract

This paper develops the concept of epistemic frames as a mechanism through which students can use experiences in video games, computer games, and other interactive learning environments to help them deal more effectively with situations outside of the original context of learning. Building on ideas of islands of expertise (Crowley & Jacobs, 2002), communities of practice (Lave & Wenger, 1991), and ways of knowing (Broudy, 1977), epistemic frames are described as the ways of knowing, of deciding what is worth knowing, and of adding to the collective body of knowledge and understanding of a community of practice. Data from two experiments (Shaffer, 2004a, 2004b, 2005) are used to show that students can incorporate epistemic frames into their identities when engaged in extended educational role-playing games. Epistemic frames are thus proposed as a possible mechanism through which sufficiently rich experiences in computer supported games based on real-world practices may help students deal more effectively with situations in the real world and in school subjects.

Tags

Users

  • @yish

Comments and Reviews