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
7 comments:
I would be thrilled to learn through epistemic games. In fact, I have played and they are very entertaining and addictive!
I liked this topic because EVERYONE loves games, and epistemic games are even more useful for stuents they show us how particular kinds of video and computer games can cultivate innovative thinking. Computers in general, and epistemic games in particular, are structuring new epistemologies for our digital age.
Some people have demostrated how particular kinds of video games can increase the way we think to help us fit even more into the needs of our current world has in a innovative way. these games are useful because they teach us in a funny way and help us to use our brains and develop our logic!
Now people can't say that we don't learn while we play!! Hahaha! Yes, it is a great subject, games are useful too! Maybe textbooks could include an interactive cd that includes games about the lessons it it? I don't know if that already exists, but it would be amazing!
absolutely true are very addictive precisely for that reason is that it encourages the user to continue discovering new content and learn them in a fun way
to combine people's likes which are games of all kind and education, is the greatest idea to reach the goals of an effective teaching-learning process; anyone can play these games without realizing they are learning and at the same time developing their skills and competences. More teachers nowadays should apply these epistemic games in classes in order to awake their student's interest into the world of knowledge.
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