UC Berkeley
Lawrence Hall of Science
Players of epistemic games – computer games that simulate professional practica – have been shown to develop epistemic frames: a profession’s particular way of seeing and solving problems. This study examined the interactions between... more
Players of epistemic games – computer games that simulate professional practica – have been shown to develop epistemic frames: a profession’s particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we explored how players develop epistemic frames through playing the game. Our results show that players imitate and internalize the professional way of thinking that the mentors model, suggesting that mentors can effectively model epistemic frames, and that epistemic network analysis is a useful way to chart the development of learning through mentoring relationships.
Innovative professionals rely on a specific ways of thinking to solve the nonstandard problems that come up in practice (Goodwin, Am Anthropol 96 : 1994; Schön, The reflective practitioner: how professionals think in action, 1983;... more
Innovative professionals rely on a specific ways of thinking to solve the nonstandard problems that come up in practice (Goodwin, Am Anthropol 96 : 1994; Schön, The reflective practitioner: how professionals think in action, 1983; Educating the reflective practitioner: toward a new design for teaching and learning in the professions, 1987; Sullivan, Work and integrity: the crisis and promise of professionalism in America, 1995). The professions have reproductive practices for transmitting these ways of thinking, such as practica (Schön, Educating the reflective practitioner: toward a new design for teaching and learning in the professions, 1987). In this paper, we examine the learning relationship between a mentor and team of college students through an ethnographic study of a game design practicum at a European arts school. To examine the role that the mentor played in this practicum, we use two theoretical constructs. Epistemic frames-the configurations of the skills, knowledge, identities, values, and epistemologies that professionals use to think in innovative ways-provide a model for examining professional expertise (Shaffer, Comput Educ, 46(3):223-234, 2006a). Epistemic network analysis (ENA) (Shaffer et al., Int J Learn Media, 1(2):33-53, 2009) is a method for quantifying changes in epistemic frames (Shaffer, The bicycle helmets of ''Amsterdam'': computer games and the problem of transfer, 2010). Our results here suggest that the mentor leads the team on a path that illuminates the nature of learning to think professionally, as well the function of a mentor in that process. We argue that the mentor, rather than providing a direct map to a professional vantage point, scaffolds aspects of the epistemic frame of game design that, in turn, aid in the development of a more professional frame. Using ENA to understand the way that mentors help coach learners to develop epistemic frames should be useful for further studies of professional education, as well as for studies of apprenticeship-based programs for youth.
Players of epistemic games--computer games that simulate professional practicahave been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examines the interactions between players... more
Players of epistemic games--computer games that simulate professional practicahave been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examines the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we explore how players develop epistemic frames through playing the game. Our results show that players imitate and internalize the professional way of thinking that the mentors model, suggesting that mentors can effectively model epistemic frames, and that epistemic network analysis is a useful way to chart the development of learning through mentoring relationships.
We identified the speech act categories and clusters of discourse comments of journalism mentors who interact with students editing news stories. Two important speech act categories are evaluations and suggestions. Latent semantic... more
We identified the speech act categories and clusters of discourse comments of journalism mentors who interact with students editing news stories. Two important speech act categories are evaluations and suggestions. Latent semantic analysis and principal components analyses helped us discover clusters of comments involving evaluations and suggestions. The comments of mentors were also significantly aligned with epistemic frame elements that
- by David Hatfield and +3
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- Latent Semantic Analysis
Background: By 2009, 99% of U.S. classrooms had access to computers, with an average ratio of 1.7 students per computer, and 40% of teachers report using computers often in their classrooms. However, while K-12 schools are investing more... more
Background: By 2009, 99% of U.S. classrooms had access to computers, with an average ratio of 1.7 students per computer, and 40% of teachers report using computers often in their classrooms. However, while K-12 schools are investing more heavily in digital technologies, only a small fraction of this investment is going to instructional software (7%) and digital content (5%). Education policy leaders have called for increased investment in and use of digital learning technologies in K-12 education, which has significant professional implications for the 40% of teachers who use computers often and, perhaps more importantly, for the 60% who do not.
- by David Shaffer and +1
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- Education, Educational Technology
Innovative professionals rely on a specific ways of thinking to solve the nonstandard problems that come up in practice (Goodwin, Am Anthropol 96(3):606–633, 1994; Schön, The reflective practitioner: how professionals think in action,... more
Innovative professionals rely on a specific ways of thinking to solve the nonstandard problems that come up in practice (Goodwin, Am Anthropol 96(3):606–633, 1994; Schön, The reflective practitioner: how professionals think in action, 1983; Educating the reflective practitioner: toward a new design for teaching and learning in the professions, 1987; Sullivan, Work and integrity: the crisis and promise of professionalism in America, 1995). The professions have reproductive practices for transmitting these ways of thinking, such as practica (Schön, Educating the reflective practitioner: toward a new design for teaching and learning in the professions, 1987). In this paper, we examine the learning relationship between a mentor and team of college students through an ethnographic study of a game design practicum at a European arts school. To examine the role that the mentor played in this practicum, we use two theoretical constructs. Epistemic frames—the configurations of the skills, knowledge, identities, values, and epistemologies that professionals use to think in innovative ways—provide a model for examining professional expertise (Shaffer, Comput Educ, 46(3):223–234, 2006a). Epistemic network analysis (ENA) (Shaffer et al., Int J Learn Media, 1(2):33–53, 2009) is a method for quantifying changes in epistemic frames (Shaffer, The bicycle helmets of ‘‘Amsterdam’’: computer games and the problem of transfer, 2010). Our results here suggest that the mentor leads the team on a path that illuminates the nature of learning to think professionally, as well the function of a mentor in that process. We argue that the mentor, rather than providing a direct map to a professional vantage point, scaffolds aspects of the epistemic frame of game design that, in turn, aid in the development of a more professional frame. Using ENA to understand the way that mentors help coach learners to develop epistemic frames should be useful for further studies of professional education, as well as for studies of apprenticeship-based programs for youth.
- by Padraig Nash and +1
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There is a growing body of research examining how educational computer games can promote civic engagement. Epistemic games are computer games that simulate professional training experiences. This study examines one epistemic game, Urban... more
There is a growing body of research examining how educational computer games can promote civic engagement. Epistemic games are computer games that simulate professional training experiences. This study examines one epistemic game, Urban Science, in which youth role-play as urban planners. In the game, as in the actual profession, urban planning work is guided by the value of serving the public interest. This study examines whether players of Urban Science learned about the value of serving the public interest. While the presented results are preliminary, they suggest that epistemic games like Urban Science might be useful activities for promoting youth civic engagement.
- by Padraig Nash and +2
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Epistemic games have been developed to help players develop domain-specific expertise that characterizes how professionals in a particular domain reason, communicate, and act (Shaffer, 2006; Shaffer & Bagley, 2009). Grounded in a... more
Epistemic games have been developed to help players develop domain-specific expertise that characterizes how professionals in a particular domain reason, communicate, and act (Shaffer, 2006; Shaffer & Bagley, 2009). Grounded in a sociocultural and sociocognitive approach to learning, epistemic games are designed to foster situated learning that leads to data structures with high levels of dependencies. As one might expect, traditional measurement models struggle to accommodate such contextual dependencies, especially when data are collected at smaller scales and epistemic network analysis (ENA) has been developed to provide a practically feasible modeling alternative (e.g., Rupp et al., 2009; Shaffer et al., in press). In this paper, we describe a research program that addresses key statistical considerations for modeling data from epistemic games using ENA with an eye toward representing different learning progressions of players within such games. Current approaches for representing learning progressions using ENA are juxtaposed with approaches for simulating such data using particular statistical constraints.
- by David Shaffer and +5
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Players of epistemic games--computer games that simulate professional practica—have been shown to develop epistemic frames: a profession’s particular way of seeing and solving problems. This study examines the interactions between players... more
Players of epistemic games--computer games that simulate professional practica—have been shown to develop epistemic frames: a profession’s particular way of seeing and solving problems. This study examines the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we explore how players develop epistemic frames through playing the game. Our results show that players imitate and internalize the professional way of thinking that the mentors model, suggesting that mentors can effectively model epistemic frames, and that epistemic network analysis is a useful way to chart the development of learning through mentoring relationships.
- by Padraig Nash and +1
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