Linking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering education
Publisher version === This paper responds to Muller’s notions of ‘knowing-that’ and ‘knowing how’. The paper addresses how educational interventions that are designed in line with targeted discipline-specific subjects can enhance the balance between professional practice and disciplinary knowledge i...
Main Authors: | , , |
---|---|
Format: | Others |
Language: | English |
Published: |
Springer Netherlands
2016
|
Online Access: | http://hdl.handle.net/10962/66785 https://doi.org/10.1007/s10734-015-9956-9 |
id |
ndltd-netd.ac.za-oai-union.ndltd.org-rhodes-vital-28993 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-netd.ac.za-oai-union.ndltd.org-rhodes-vital-289932018-08-25T05:06:29ZLinking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering educationVahed, AnisaMcKenna, SiouxSingh, SPublisher versionThis paper responds to Muller’s notions of ‘knowing-that’ and ‘knowing how’. The paper addresses how educational interventions that are designed in line with targeted discipline-specific subjects can enhance the balance between professional practice and disciplinary knowledge in professionally accredited programmes at universities of technology. The context is a Dental Technology programme at a University of Technology in South Africa. Teaching through discipline-specific games, conceptualised from a game literacies perspective, is proposed as an engaging, interactive pedagogy for learning disciplinary knowledge that potentially encourages access to a particular affinity group. The authors use concepts from Bernstein and Maton to investigate whether epistemic relations or social relations are emphasised through board and digital games designed for two Dental Technology subjects. This paper offers valuable insight into alternative pedagogies that can be adopted into science, technology, engineering, and mathematics education with the aim of paving a pathway towards Muller’s Scenario 3.Springer Netherlands2016textarticle10pdfhttp://hdl.handle.net/10962/66785vital:28993ISSN 1573-174Xhttps://doi.org/10.1007/s10734-015-9956-9EnglishHigher EducationSpringer Science+Business MediaUse of this resource is governed by the terms and conditions of the Higher Education Standard Terms and Conditions of Business http://www.springer.com/generic/terms?SGWID=5-40112-0-0-0) |
collection |
NDLTD |
language |
English |
format |
Others
|
sources |
NDLTD |
description |
Publisher version === This paper responds to Muller’s notions of ‘knowing-that’ and ‘knowing how’. The paper addresses how educational interventions that are designed in line with targeted discipline-specific subjects can enhance the balance between professional practice and disciplinary knowledge in professionally accredited programmes at universities of technology. The context is a Dental Technology programme at a University of Technology in South Africa. Teaching through discipline-specific games, conceptualised from a game literacies perspective, is proposed as an engaging, interactive pedagogy for learning disciplinary knowledge that potentially encourages access to a particular affinity group. The authors use concepts from Bernstein and Maton to investigate whether epistemic relations or social relations are emphasised through board and digital games designed for two Dental Technology subjects. This paper offers valuable insight into alternative pedagogies that can be adopted into science, technology, engineering, and mathematics education with the aim of paving a pathway towards Muller’s Scenario 3. |
author |
Vahed, Anisa McKenna, Sioux Singh, S |
spellingShingle |
Vahed, Anisa McKenna, Sioux Singh, S Linking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering education |
author_facet |
Vahed, Anisa McKenna, Sioux Singh, S |
author_sort |
Vahed, Anisa |
title |
Linking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering education |
title_short |
Linking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering education |
title_full |
Linking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering education |
title_fullStr |
Linking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering education |
title_full_unstemmed |
Linking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering education |
title_sort |
linking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering education |
publisher |
Springer Netherlands |
publishDate |
2016 |
url |
http://hdl.handle.net/10962/66785 https://doi.org/10.1007/s10734-015-9956-9 |
work_keys_str_mv |
AT vahedanisa linkingtheknowthatandknowhowknowledgethroughgamesaquesttoevolvethefutureforscienceandengineeringeducation AT mckennasioux linkingtheknowthatandknowhowknowledgethroughgamesaquesttoevolvethefutureforscienceandengineeringeducation AT singhs linkingtheknowthatandknowhowknowledgethroughgamesaquesttoevolvethefutureforscienceandengineeringeducation |
_version_ |
1718727058373214208 |