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Epistemic Games and Communities of Practice

Page history last edited by Tera Meschko 11 years, 8 months ago

Epistemic Games and Communities of Practice

 

Primary Presenter: Chris Luchs

Co-Presenters: Kae Novak and Kate Hagerty

Organization: CCCS Online

Role: Associate Dean, CTE

Track: Presentation

Level: For Mere Mortals

 

Abstract: PowerPoint Jeopardy or mini-games are not enough for deeper learning. Metagaming is required! A combination of in-game, end game, and epistemic games give learners the opportunity to play and ultimately create content. Deeper learning requires a combination of engagement, flow and immersion in a community of practice to be present within a game. Epistemic games and popular video games with epistemic frames can do this.

 

Bio: Chris Luchs is the Associate Dean for Career and Technical Education at CCCOnline. He received his MBA from the University of Nebraska. He teaches Accounting, Business, and Multimedia Graphic Design and he has been with the Colorado Community College System since 2005. A self-proclaimed geek, Chris spends his free time investigating new technologies and collaborating internationally with other educators on evaluating and exploring virtual worlds and games-based educational applications. His current happy place is epistemic network analysis, analytics and augmented reality.

 

Description: This session will explore epistemic games, MMORPGs (Massively Online RolePlay Games) and social network knowledge construction. The objective of this session is that participants will receive an overview of each of these concepts as the presenters use examples from MMORPGs and epistemic games produced by professional organizations. Epistemic games are games with a focus on providing an environment where the player thinks like professionals in their respective fields. Communities of practice build on epistemic games as the participants engage current professionals. Both of these concepts are actively applied in the world of MMORPGS as players adopt professions and engage in interaction with players and teammates as they strive to master the game. The expected outcome is that participants will leave with information on how to use an epistemic game in the classroom, how to integrate it into the course curriculum and also where to find more resources on epistemic games. The presenters have just received a Colorado Community College System Immersive and Game-based Learning Faculty Challenge grant for a lighthouse program to integrate World of Warcraft into an introduction to business courses at three community colleges. They will be implementing many of the concepts and ideas shared in this workshop over the course of the grant and evaluating their effect on student performance, retention and persistence. The presenters will use videos, a prezi presentation, and engage participants in a discussion of the topics and how epistemic games, MMORPGs and social network knowledge construction can be used in the classroom.

 

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