Linking the ‘know-that’ and ‘know-how’ knowledge through games: a quest to evolve the future for science and engineering education
- Vahed, Anisa, McKenna, Sioux, Singh, S
- Authors: Vahed, Anisa , McKenna, Sioux , Singh, S
- Date: 2016
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/66785 , vital:28993 , ISSN 1573-174X , https://doi.org/10.1007/s10734-015-9956-9
- 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.
- Full Text: false
- Date Issued: 2016
- Authors: Vahed, Anisa , McKenna, Sioux , Singh, S
- Date: 2016
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/66785 , vital:28993 , ISSN 1573-174X , https://doi.org/10.1007/s10734-015-9956-9
- 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.
- Full Text: false
- Date Issued: 2016
Possible futures for science and engineering education
- Blackie, Margaret A L, Le Roux, Kate, McKenna, Sioux
- Authors: Blackie, Margaret A L , Le Roux, Kate , McKenna, Sioux
- Date: 2016
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/66796 , vital:28994 , ISSN 1573-174X , https://doi.org/10.1007/s10734-015-9962-y
- Description: Publisher version , From Introduction: The understanding that the science, engineering, technology and mathematics disciplines (STEM) have a significant and directly causal role to play in economic productivity and innovation has driven an increased focus on these fields in higher education. Innovation in this context is a shorthand for the harnessing of the knowledge economy and the provision of products with novel significant ‘added value’. The assumption in both developed and developing economies alike is that STEM will drive national growth (World Bank 2002; UNESCO 2009), and this impacts on demands that universities provide competent graduates in sufficient numbers. However, exactly what ‘competency’ might mean in this context is open to debate.
- Full Text: false
- Date Issued: 2016
- Authors: Blackie, Margaret A L , Le Roux, Kate , McKenna, Sioux
- Date: 2016
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/66796 , vital:28994 , ISSN 1573-174X , https://doi.org/10.1007/s10734-015-9962-y
- Description: Publisher version , From Introduction: The understanding that the science, engineering, technology and mathematics disciplines (STEM) have a significant and directly causal role to play in economic productivity and innovation has driven an increased focus on these fields in higher education. Innovation in this context is a shorthand for the harnessing of the knowledge economy and the provision of products with novel significant ‘added value’. The assumption in both developed and developing economies alike is that STEM will drive national growth (World Bank 2002; UNESCO 2009), and this impacts on demands that universities provide competent graduates in sufficient numbers. However, exactly what ‘competency’ might mean in this context is open to debate.
- Full Text: false
- Date Issued: 2016
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