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Playing Epistemic Games in Science and Mathematics Classrooms
Oleh:
Bielaczyc, Katerine
;
Kapur, Manu
Jenis:
Article from Bulletin/Magazine - ilmiah internasional
Dalam koleksi:
Educational Technology: The Magazine for Managers of Change in Education vol. 50 no. 05 (Sep. 2010)
,
page 19-25.
Topik:
Playing Epistemic Games
;
Science
;
Mathematics Classrooms
Ketersediaan
Perpustakaan PKPM
Nomor Panggil:
E22
Non-tandon:
1 (dapat dipinjam: 0)
Tandon:
tidak ada
Lihat Detail Induk
Isi artikel
Education in the Knowledge Age calls for engaging students in creative work with knowledge. A major implication for research and design in the learning sciences is that the necessary shift is not simply technological or pedagogical, but essentially epistemological (Brown, 2007). In this article, the authors view such creative work with knowledge through the theoretical lens of epistemic games (Collins & Ferguson, 1993; Morrison & Collins, 1995). Epistemic games refer to strategic play with disciplinary knowledge in complex domains, and are based on the study of disciplinary communities such as Physical, Biological, and Social Scientists. The authors describe two instantiations of epistemic game play drawn from classroom interventions in science, Ideas First (Bielaczyc & Ow, 2007), and mathematics, Productive Failure (Kapur, 2008). The two research projects were funded as part of a comprehensive reform effort in Singapore schools toward 21st century education. Their analyses illustrate the design features of epistemic games in learning environments and discuss the implications of learning to play epistemic games.
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