doi: 10.7763/IJIET.2016.V6.760
The Web of Inquiry: Computer Support for Playing Epistemic Games
Abstract
We describe and evaluate the Web of Inquiry, an online environment for learning and doing science inquiry, and compare it to the framework of epistemic forms and games. Epistemic games are the constraints, entry conditions, moves, and transfers for completing epistemic forms, which are general target structures for representing knowledge. Example epistemic forms include lists, compare-and-contrast tables, systems dynamics models, and cause-and-effect analyses. Intended for teaching science for students from 10 years-old and up, the Web of Inquiry allows teachers to create templates corresponding to epistemic forms and science inquiry. Students use the Web of Inquiry to play epistemic games to complete the targeted forms. The Web of Inquiry includes workspaces, tools, reflective and standards-based assessment, and advice in the form of task, cognitive, social, and metacognitive agents. In tests in several US schools, the Web of Inquiry provided rich opportunities for students to learn and discuss epistemic forms and games in learning science, and was successful in improving students’ science inquiry skills.
Keywords
- Educational technology
- epistemic forms
- epistemic games
- inquiry learning
- science education
How to Cite
Todd A. Shimoda and Marcela Borge, "The Web of Inquiry: Computer Support for Playing Epistemic Games," International Journal of Information and Education Technology, vol. 6, no. 8, pp. 607-615, 2016. https://doi.org/10.7763/IJIET.2016.V6.760
Copyright & License
Copyright © 2016 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).