As a basic
concept the Epistemic games are reflective, knowledge-generating activities
that can be used in any classroom, and can be created for any knowledge domain.
Instructional designers realize that not all students need explicit support for
knowledge construction. Also, an epistemic game is a set of movements, entry
conditions, constraints, and strategies that guide the construction of the
epistemic form. The rules may be complex or simple, implicit or explicit.
Epistemic games teach students how to
construct and organize their own knowledge. When students create their own
epistemic forms, they are analyzing the material and synthesizing new
structures that show the relationships within the material. Seeing how
information can be organized into various structures promotes fluency in
pattern recognition, a skill that is associated with expert behavior and
creativity. Epistemic fluency is essential in our complex, multicultural
society. People who are familiar with many ways of viewing things are more
likely to communicate clearly across cultural boundaries.
However, many students struggle with abstract
concepts, and also with the intermediate steps in problem-solving which the
textbook leaves out, considering them to be intuitively obvious to the casual
observer. Epistemic game-playing enables students to create explicit epistemic
forms, knowledge structures such as matrices, block diagrams, decision trees,
etc.
Once students begin the process of building
knowledge structures that visually illustrate the rules of the domain, they
start to consider education as fun and enjoyable rather than a mindless chore,
and learning inevitably follows.
Epistemic forms and games are powerful aids for
algorithmic reasoning and for the design process. They also provide us as a
students and future teachers a theoretical basis for a great variety of
knowledge-structuring activities that can be used in any classroom. Moreover,
the same principles generalize to software development, instructional design,
and potentially to any academic, corporate, or workplace domain where knowledge
construction and representation is involved.
Héctor Ed. Rondon Rodríguez.
English V section 01
English V section 01