Abstract
So far we’ve looked at five epistemic games, each of which shows the importance of one of the elements of an epistemic frame. With these illustrations I’ve argued that epistemic frames are a new way of thinking about thinking, and epistemic games like Digital Zoo, Escher’s World, The Pandora Project, and science.net offer a new way of thinking about learning—one that is critical to education in the high-tech, digital world of global competition. Computers are making the capacity for innovative thinking more essential than ever before. And the ability of computers to make epistemic games widely available provides an opportunity to think about our system of education in new ways to meet that challenge.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Copyright information
© 2006 David Williamson Shaffer
About this chapter
Cite this chapter
Shaffer, D.W. (2006). The future: Urban Science. In: How Computer Games Help Children Learn. Palgrave Macmillan, New York. https://doi.org/10.1057/9780230601994_7
Download citation
DOI: https://doi.org/10.1057/9780230601994_7
Publisher Name: Palgrave Macmillan, New York
Print ISBN: 978-0-230-60252-6
Online ISBN: 978-0-230-60199-4
eBook Packages: Palgrave Social & Cultural Studies CollectionSocial Sciences (R0)