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Functional Epistemic Games for Knowledgeable Action in Professional Learning ICLS 2014, 26 June The University of Sydney Centre for Research on Computer Supported Learning and Cognition Lina Markauskaite Peter Goodyear Agnieszka Bachfischer Insert Partner Logo - Delete if not required

Functional Epistemic Games for Knowledgeable Action in Professional Learning

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Page 1: Functional Epistemic Games for Knowledgeable Action in Professional Learning

Functional Epistemic Games for Knowledgeable Action in Professional Learning

ICLS 2014, 26 June

The University of SydneyCentre for Research on Computer Supported Learning and Cognition

Lina Markauskaite

Peter Goodyear

Agnieszka Bachfischer

Insert Partner Logo - Delete if not required

Page 2: Functional Epistemic Games for Knowledgeable Action in Professional Learning

Knowledge work for professional action and innovation

Some trends & expectations from Higher Education 1. Evidence generating practice2. Relational expertise 3. “Second-hand” knowledge4. Open innovation & co-

configuration

What does it mean for HE?

Knowledge Flexibility, Adaptability

?

Moving away from

knowledge Rethinking knowledge &

epistemic fluency

“…learning for an unknown future has to be a learning understood neither in terms of knowledge or skills but of human qualities and dispositions.”

“Learning for an unknown future” (Barnett, 2004, 247)

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“Knowledgeable action” and “actionable knowledge”

Knowledge as a tool› “People who use tools actively rather

than just acquire them, by contrast, build an increasingly rich understanding of the world in which they use the tools and of the tools themselves.”

(Brown et al, 1989, 33)

Working knowledge is “knowledge that is particularly useful to get things accomplished in practical activities.”

(Yinger & Lee, 1993, 100)

Informed by broader notions of “knowledge as a tool” and “working knowledge”

Page 4: Functional Epistemic Games for Knowledgeable Action in Professional Learning

Fusing representational & performative views of knowledge

Epistemic fluency through epistemic games

• Epistemic games are patterns of inquiry that have characteristic forms, moves, goals and rules used by different epistemic communities to guide inquiry

(based on Collins & Ferguson, 1993)

• Epistemic fluency is an ability “to use and recognise a relatively large number of epistemic games”

(Morrison & Collins, 1996, 108)

“When people engage in investigations - legal, scientific, moral, political, or other kinds - characteristic moves occur again and again”

(Perkins, 1997, 50)

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Epistemic games in professional learning

› To uncover characteristic ways of knowing that future professionals learn to enact when they are performing complex knowledge-demanding professional tasks

Aim

“different disciplines are needed to build a detailed theory of different epistemic forms and games <...> and to identify other forms and games that sophisticated inquirers use”

(Collins & Ferguson, 1993, 40)

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From “formal” to “functional” epistemic games

But…

› “...decision making, problem solving, and like kinds of thinking do not have specifically epistemic goals -- goals of building knowledge and understanding”

(Perkins, 1997, 55)

› Formal epistemic games - patterns of inquiry that are used in a system of formal professional reasoning and judgement

› Functional epistemic games – patterns of inquiry which contribute to the way participants generate (situated) knowledge that informs their action(after Greeno, 2012)

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Method: “Cognitive-cultural archaeology”

Phase 1 Phase 2Disciplines Pharmacy

NursingSocial workSchool counselingEducation

PharmacyEducation

Sample 20 professional practice courses 3 tutorial groups2 students’ groups

Data Course resourcesInterviews

ObservationsCourse resourcesOpen interviews

Methods Epistemic interviewingCognitive task analysis

Ethno- audio/video taped observations

Analysis of professional practice tasks

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Principles for identifying and sorting out games

1. Distinct functional epistemic goal and recognisable form of the outcome

2. Identifiable characteristic moves, rules and other generative mechanisms and principles of how to proceed

1. Epistemic agenda – what it aims to achieve

2. Epistemic focus – what sort of knowledge it produces

3. Nature of object – what is the nature of epistemic object around which the game unfolds

4. Nature of expertise – what sorts of knowledge and skills do expert players need

Sorting out gamesIdentifying games

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Findings

Classes of epistemic games

1. Propositional games

2. Situated problem-solving

3. Meta-professional discourse

4. Trans-professional discourse

5. Translational public discourse

6. “Weaving” games

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Propositional (formal) games

› Research games: testing an innovative pedagogical design

› Concept combination games: creating a taxonomy of symptoms

› Conceptual tool games: developing “best practice” guidelines for nursing

Example: A conceptual tool game

Epistemic agenda – to enhance conceptual understanding that informs action

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Situated problem-solving games

› Coding: translating information into a form suitable for processing

› Producing: working out potential issues and solutions

› Fitting: prioritising and integrating into one recommendation

› Making: producing final artefacts (eg. a recommendation, a lesson plan, a case report)

Example: A producing game

Epistemic agenda – to enhance situated understanding of a particular problem

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Meta-professional discourse games

› Articulation games: reflection, inscription of a “good practice”

› Evaluation games: evaluation of a lesson or of a plan

Example: An evaluation game

Epistemic agenda – to enhance professional perception by redescribing products and actions from a (shared) professional community frame

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Trans-professional discourse games

› Exchanging games: writing referrals and recommendations

› Sensemaking games: interpreting curriculum requirements, choosing a textbook

Example: An exchanging game

Epistemic agenda – to create links between different professional knowledges and enhance joint knowledgeable actions

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Translational public discourse games

› Reading games: patient’s interview

› Concept games: explaining a therapy or a diet for a patient

› Public tool-making games: producing handouts, information sheets

Example: A tool-making game

Epistemic agenda – to extend professional knowledgeable action to the actions of others in everyday world

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Weaving games

› Open games: interviewing a patient in her home

› Semi-scripted games: dispensing a medication without a prescription

› Routine games: dispensing a prescription

Example: An open game

Epistemic agenda – to weave language, physical and symbolic actions for enhancing functionality of professional knowledgeable work

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Summary: Functional epistemic gamesGame Epistemic focus Epistemic agenda Object Expertise

Propositional games

Professional knowledge base

Enhancing conceptual understanding

Generic conceptual tools

Meta-contributory expertise

Situated problem-solving

Solutions of specific professional problems

Enhance situated understanding

Professional knowledge artefacts

Contributory expertise

Meta-professional games

Understanding of existing professional products & actions

Enhancing professional perception

Meta-professional discourse & artefacts

Interactional expertise

Trans-professional games

Links between different professional knowledges

Enhancing joint knowledgeable action

Boundary discourse & artefacts

Relational expertise

Translational public games

Links between professional & lay knolwedges

Extending professional knowledgeable action

Translational discourse & artefacts

Translational expertise

“Weaving” games

Distributed, embodiedknowledgeable action

Enhancing functionality of professional knowledgeable work

Co-constructed epistemic environment

(Professional) Epistemic fluency

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Epistemic games and different kinds of expertise

Game ExpertisePropositional games Meta-contributory expertiseSituated problem-solving games Contributory expertiseMeta-professional games Interactional expertiseTrans-professional games Relational expertiseTranslational public games Translational expertise“Weaving” games (Professional) Epistemic fluency

(after Harry Collins, 2010; Edwards, 2010)

(Professional) Epistemic fluency is ones ability to switch between, coordinate and weave of different expertises in activity

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Key insights

1. From cognitive and discourse structures to physicality and materiality of epistemic games

2. From constructing individual understanding to enhancing microsystem’s capacity for knowledgeable action

3. From an object to a dynamic system and its environment for knowledgeable activity

In order to understand professional learning for knowlegeable action we need to move beyond formal epistemic games and standard

learning as knowledge-building agendas

[email protected]

Expanding epistemic focus of professional knowlegeability

Page 19: Functional Epistemic Games for Knowledgeable Action in Professional Learning

SidewaysForward

Up

Dow

nIn

Epistemic fluency (re)defined

Epistemic fluency as a capacity…

1. To integrate different kinds of knowledge

2. To coordinate different ways of knowing

3. To assemble an epistemic environment

4. To construct consci(enci)ous self

Learning as growing…