Abstract
Chapter 14 maps the different varieties of epistemic games to be found in professional work. In general terms, epistemic games are generative patterns of inquiry, and we show how this notion can provide insights into ways of working creatively with knowledge in professional fields, not just in the domains of scientific inquiry in which the term ‘epistemic game’ originated. Using distinguishing qualities of epistemic games – such as the sorts of knowledge each produces and the skills needed to play each game – we identify six main types of professional epistemic games and illustrate how they are played in professional work and learning. But we also note that these games are rarely played just one at a time. They are often woven together into one gradually unfolding situated activity.
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Notes
- 1.
Note, this example is based on a case that pharmacy students have been exploring in the Cardiovascular and Renal course and our reinterpretation of key features of epistemic games and forms following Perkins (1997).
- 2.
In our studies, we saw how this game and form were blended with additional pedagogical elements (such as peer collaboration and feedback from collaborating teachers) employed by preservice teachers in action learning projects implemented during school placements.
- 3.
These overarching problem-solving games are broadly parallel to what Ohlsson (1993) called ‘compositional schemas’ . However, they are situated and mesh together symbolic and socio-material aspects – they are not just mental.
- 4.
By ‘public’ we mean that the artefact moves into a more public arena, though there may nevertheless be strict controls on who can access it.
- 5.
‘Public’ in the qualified sense, mentioned above.
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Markauskaite, L., Goodyear, P. (2017). Professional Epistemic Games. In: Epistemic Fluency and Professional Education. Professional and Practice-based Learning, vol 14. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-4369-4_14
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