Based on a more fine-grained analysis of the epistemography data and the results of the Digital Zoo 2005 game, the 2006 version implemented substantial changes to the game activities.
These include:
Svarovsky, G. N., & Shaffer, D. W. (2007). SodaConstructing knowledge through exploratoids. Journal of Research in Science Teaching 44:1, 133-153. http://epistemicgames.org/cv/papers/svarovsky_shaffer_jrst_sodaconstructing_2007.pdf
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Svarovsky, G. N., & Shaffer, D. W. (2006). Design meetings and design notebooks as tools for reflection in the engineering design course. Paper presented at the Paper presented at the 36th ASEE/IEEE Frontiers in Education Conference, San Diego, CA. http://epistemicgames.org/cv/papers/FIE_ethno_revision_v3.pdf
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Svarovsky, G. N., & Shaffer, D. W. (2006). SodaConstructing an understanding of physics: Technology-based engineering activities for middle school students. Paper presented at the Paper presented at the 36th ASEE/IEEE Frontiers in Education Conference, San Diego, CA. http://epistemicgames.org/cv/papers/FIE_sodaconstructor_final.pdf
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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.