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Epistemic Games

Introduction to Week 4
Overview
•   What is an Epistemic Game
•   What is an Epistemic Frame
•   Assessing Learning in the 21st Century
•   Epistemic Games and Resources
What is an Epistemic Game?
• “Authentic Professionalism”

• “Explicit instructions to specific contexts and
  situations”

• Include Communities of Practice, reflective
  practice, and epistemic frames

        Source: Shaffer, D.W. (2004). Epistemic games. Innovate.
What is an Epistemic Frame?
• Includes targeted community’s
  practice, identity, interest, understanding, and
  epistemology

• Different communities have different
  epistemic frames

• Must embody the targeted affinity group
        Source: Shaffer, D.W. (2004). Epistemic games. Innovate.
Affinity Group
• “A group of people associated with a given
  semiotic domain” (p. 27)

• Examples: Lawyers, Educators, Gamers, WoW
  players, Olympians,

• Can be large or small

    Source: Gee, J.P., (2007). What video games have to teach us
             about learning and literacy. Palgrave McMillan, NY.
Cross Functional Team
• Gee video:
  – Each person must have deep expertise in one skill
    set, but understand the big picture. They retain
    expertise but must integrate with the other
    different skill sets to be successful.

  – http://spotlight.macfound.org/blog/entry/jim-
    gee-on-the-use-of-video-games-for-learning-
    about-learning/
Cross Functional Team
Assessing Learning in the 21st Century
• Epistemic Games change the focus of
  assessment to mastery of:

   – Skills
   – Knowledge
   – Identity
   – Values

   – i.e. the Epistemic Frame
Source: Shaffer, D.W., (Paris juin 2011) Epistemic Games. at
        http://www.slideshare.net/thomasconstant/david-williamson-shaffer-epistemic-
        games-paris-juin-2011
Assessing Learning in the 21st Century
    • How well does the student’s performance
      match the community of practice?

    • How well does the student role play their
      chosen profession? (Levasseur 2012)

    • Qualitative v. Quantitative Variables
Source: Levasseur, A. (February 6, 2012). Epistemic games are the future of learning, letting
        students role –play professions. Retrieved at:
        http://www.pbs.org/mediashift/2012/02/epistemic-games-are-the-future-of-learning-
        letting-students-role-play-professions037.html
Assessing Learning in the 21st Century
• Assessment might also include:

  – Performance in Cross Functional Group (Leadership?)
  – Performance in Affinity Spaces (Game, guild
    site, forums, etc.)
  – Depth and Duration of Immersion
  – Reflection of Experience
  – Level of Change in Post Experience Activities
  – Justification of Actions / Decisions
  – Others
Epistemic Games and Resources
• Budget Hero
Epistemic Games and Resources
• American Institute for Certified Public
  Accountants – only students have access

• http://www.startheregoplaces.com/
  – Need to create a student account
     • Scroll to the bottom and click on simulations
     • Create your faux student profile make sure you click
       Community College instead of high school and use 2012
       as your anticipated graduation date.
Epistemic Games and Resources
• World of Warcraft
  – Cross Functional Teams – Dungeons and Raids

  – Epistemic Entrepreneurship – Crafting and Auction
    House
Epistemic Games and Resources
Epistemic Games and Resources
• Sim School
  – http://www.simschool.org/
Simulation
the ability to interpret and construct
   dynamic models of real-world
               processes


          Ludic Fallacy
New Media Literacies
•   Play — the capacity to experiment with one’s surroundings as a form of problem-solving

•   Performance — the ability to adopt alternative identities for the purpose of improvisation
    and discovery

•   Simulation — the ability to interpret and construct dynamic models of real-world
    Processes

•   Appropriation — the ability to meaningfully sample and remix media content

•   Multitasking — the ability to scan one’s environment and shift focus as needed to salient
    details.

•   Distributed Cognition — the ability to interact meaningfully with tools that expand
    mental capacities
New Media Literacies
• Collective Intelligence — the ability to pool knowledge and compare notes
  with others toward a common goal

• Judgment — the ability to evaluate the reliability and credibility of
  different information sources

• Transmedia Navigation — the ability to follow the flow of stories and
  information across multiple modalities

• Networking — the ability to search for, synthesize, and disseminate
  information

• Negotiation — the ability to travel across diverse communities, discerning
  and respecting multiple perspectives, and grasping and following
  alternative norms.
Events This Week
• WED 7 pm MST (Denver) TweetChat
  #gamemooc

• THU 7 pm MST/ 6 pm SLT
   Beverly G. MacArthur – Human Mosaic

• SAT 9 am MST/8 am SLT
  Intro to Machinima
Game in Education

http://gamesineducation.org/

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Intro to Week 4 Epistemic Games

  • 2. Overview • What is an Epistemic Game • What is an Epistemic Frame • Assessing Learning in the 21st Century • Epistemic Games and Resources
  • 3. What is an Epistemic Game? • “Authentic Professionalism” • “Explicit instructions to specific contexts and situations” • Include Communities of Practice, reflective practice, and epistemic frames Source: Shaffer, D.W. (2004). Epistemic games. Innovate.
  • 4. What is an Epistemic Frame? • Includes targeted community’s practice, identity, interest, understanding, and epistemology • Different communities have different epistemic frames • Must embody the targeted affinity group Source: Shaffer, D.W. (2004). Epistemic games. Innovate.
  • 5. Affinity Group • “A group of people associated with a given semiotic domain” (p. 27) • Examples: Lawyers, Educators, Gamers, WoW players, Olympians, • Can be large or small Source: Gee, J.P., (2007). What video games have to teach us about learning and literacy. Palgrave McMillan, NY.
  • 6. Cross Functional Team • Gee video: – Each person must have deep expertise in one skill set, but understand the big picture. They retain expertise but must integrate with the other different skill sets to be successful. – http://spotlight.macfound.org/blog/entry/jim- gee-on-the-use-of-video-games-for-learning- about-learning/
  • 8. Assessing Learning in the 21st Century • Epistemic Games change the focus of assessment to mastery of: – Skills – Knowledge – Identity – Values – i.e. the Epistemic Frame Source: Shaffer, D.W., (Paris juin 2011) Epistemic Games. at http://www.slideshare.net/thomasconstant/david-williamson-shaffer-epistemic- games-paris-juin-2011
  • 9. Assessing Learning in the 21st Century • How well does the student’s performance match the community of practice? • How well does the student role play their chosen profession? (Levasseur 2012) • Qualitative v. Quantitative Variables Source: Levasseur, A. (February 6, 2012). Epistemic games are the future of learning, letting students role –play professions. Retrieved at: http://www.pbs.org/mediashift/2012/02/epistemic-games-are-the-future-of-learning- letting-students-role-play-professions037.html
  • 10. Assessing Learning in the 21st Century • Assessment might also include: – Performance in Cross Functional Group (Leadership?) – Performance in Affinity Spaces (Game, guild site, forums, etc.) – Depth and Duration of Immersion – Reflection of Experience – Level of Change in Post Experience Activities – Justification of Actions / Decisions – Others
  • 11. Epistemic Games and Resources • Budget Hero
  • 12. Epistemic Games and Resources • American Institute for Certified Public Accountants – only students have access • http://www.startheregoplaces.com/ – Need to create a student account • Scroll to the bottom and click on simulations • Create your faux student profile make sure you click Community College instead of high school and use 2012 as your anticipated graduation date.
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  • 14. Epistemic Games and Resources • World of Warcraft – Cross Functional Teams – Dungeons and Raids – Epistemic Entrepreneurship – Crafting and Auction House
  • 15. Epistemic Games and Resources
  • 16. Epistemic Games and Resources • Sim School – http://www.simschool.org/
  • 17. Simulation the ability to interpret and construct dynamic models of real-world processes Ludic Fallacy
  • 18. New Media Literacies • Play — the capacity to experiment with one’s surroundings as a form of problem-solving • Performance — the ability to adopt alternative identities for the purpose of improvisation and discovery • Simulation — the ability to interpret and construct dynamic models of real-world Processes • Appropriation — the ability to meaningfully sample and remix media content • Multitasking — the ability to scan one’s environment and shift focus as needed to salient details. • Distributed Cognition — the ability to interact meaningfully with tools that expand mental capacities
  • 19. New Media Literacies • Collective Intelligence — the ability to pool knowledge and compare notes with others toward a common goal • Judgment — the ability to evaluate the reliability and credibility of different information sources • Transmedia Navigation — the ability to follow the flow of stories and information across multiple modalities • Networking — the ability to search for, synthesize, and disseminate information • Negotiation — the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms.
  • 20. Events This Week • WED 7 pm MST (Denver) TweetChat #gamemooc • THU 7 pm MST/ 6 pm SLT Beverly G. MacArthur – Human Mosaic • SAT 9 am MST/8 am SLT Intro to Machinima