Abstract

Previous research into problem solving in physics resulted in researchers introducing six epistemic games to describe the organizational structures of locally coherent resources. We present a new epistemic game---the ``answer-making epistemic game''---which was identified in this paper through the analysis of interviews carried out to validate a survey focusing on students' understanding of Archimedes' principle and Pascal's law. In the game, the ultimate goal is a solution to a problem posed by the survey. Students may remember or intuit an answer, then use conceptual and/or mathematical reasoning to justify it. Alternately, they may use conceptual and/or mathematical reasoning to generate an answer. We demonstrate how students generate their solutions using these two different paths and discuss some implications for instruction.

Highlights

  • The idea of epistemic games (e-games) was first introduced as a set of rules and strategies that guide inquiry, focusing on expert scientific inquiry across disciplines [1]

  • The structural components include the entry and exit conditions for the game as well as the moves made during the game

  • In this paper we focus on the properties of the answermaking epistemic game’’ (AMEG) as seen in the hydrostatics validation data; our intent is not to expand on the literature on students’ ideas in hydrostatics

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Summary

INTRODUCTION

The idea of epistemic games (e-games) was first introduced as a set of rules and strategies that guide inquiry, focusing on expert scientific inquiry across disciplines [1]. Tuminaro and Redish [2,3] subsequently generalized e-games to be descriptive rather than normative, and generalized the theory to include introductory physics students as well as experts They define an epistemic game as: ‘‘A coherent activity that uses particular kinds of knowledge and processes associated with that knowledge to create knowledge or solve a problem.’’. University introductory classes produce the opportunity to enter into this type of e-game Another common occurrence in an introductory physics class is completing the worksheet and getting the answers, in which students operate in a frame known as ‘‘answer making’’ [6]. We introduce a new e-game: the ‘‘answermaking epistemic game’’ (AMEG) This e-game was discovered while members of the research group were in the process of validating a task that was to be used to evaluate students’ learning of Archimedes’ principle and Pascal’s law post hydrostatics instruction. Research has indicated that students have a tendency to make ex post facto explanations to justify an intuition they have about a hydrostatics principle, which makes it an interesting topic in which to explore answer making

STUDY DESIGN
ANSWER-MAKING EPISTEMIC GAME
A STUDENT PLAYS THE AMEG
Remember the result
Ontology
Intuition and conceptual reasoning
Do some math
RELATIONSHIP TO OTHER E-GAMES
Difference between students
Implications
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