An interesting article by Amar Bhide, of Columbia University’s business school, argues that “innovation” means more than just brilliant new ideas by scientists and engineers. Innovation exists throughout the economy. So a national economy becomes more vibrant when everyone learns to think in innovative ways.
The article is ‘Venturesome Consumption, Innovation and Globalisation‘, presented in Venice at the CESifo and Centre on Capitalism and Society conference, July 21st-22nd, and it is summarized nicely in this week’s Economist:
The most important part of innovation may be the willingness of consumers, whether individuals or firms, to try new products and services, says Mr Bhide. In his view, it is America’s venturesome consumers that drive the country’s leadership in innovation. Particularly important has been the venturesome consumption of new innovations by American firms. Although America has a lowish overall investment rate compared with other rich countries, it has a very high rate of adoption of information technology (IT). Contrast that with Japan (the original technology bogeyman from the East) where, despite an abundance of inventive scientists and engineers, many firms remain primitive in their use of IT.
A recent blog writer muses on games and learning, including games for writing more effectively. Citing the epistemic games work:
We need a game in which students “live by, and ultimately master, the epistemic frame of” a rhetorician. Hmm. I think I would enjoy, playing that game.
For those interested in seeing “what games are available” for particular ages or interests, a group of researchers has compiled a searchable database (originally available at: http://www.wingz2fly.com/gamesurvey).
The list includes a lot of skill and drill titles, but at least makes a starting point in the search for games to fill a particular niche.
Originally posted 2006-09-27 10:49:36. Republished by Blog Post Promoter
As is the case with any epistemic game, the first step in designing the 45-hour version of Digital Zoo was to conduct an epistemography: a type of ethnographic study that gains insight into both the learning practices of a profession as well as its underlying epistemology. Understanding how novices develop the particular ways of knowing, doing, being, caring, and thinking – or epistemic frame – of their profession allows us to better model and adapt these learning practices within an epistemic game.
To inform Digital Zoo gameplay, we conducted an epistemography on BME 201, an undergraduate design course for sophomore biomedial engineering students.
- Epistemic Games: 2006 GLS symposium presentation
- Writing Beyond the Curriculum: my master’s paper (currently in preparation)