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	<title>Epistemic Games &#187; Publications</title>
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	<link>http://epistemicgames.org/eg</link>
	<description>building the future of education</description>
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		<title>Stop Talking and Type: Mentoring in a Virtual and Face-to-Face Environment</title>
		<link>http://epistemicgames.org/eg/stop-talking-and-type-mentoring-in-a-virtual-and-face-to-face-environment/</link>
		<comments>http://epistemicgames.org/eg/stop-talking-and-type-mentoring-in-a-virtual-and-face-to-face-environment/#comments</comments>
		<pubDate>Mon, 26 Mar 2012 15:05:21 +0000</pubDate>
		<dc:creator>mhickey</dc:creator>
				<category><![CDATA[David Williamson Shaffer]]></category>
		<category><![CDATA[Elizabeth Bagley]]></category>
		<category><![CDATA[Peer-Reviewed]]></category>
		<category><![CDATA[Publications]]></category>

		<guid isPermaLink="false">http://epistemicgames.org/eg/?p=7133</guid>
		<description><![CDATA[Bagely, E &#38; Shaffer, D.W (2010) Stop Talking and Type: Mentoring in a Virtual and Face-to-Face Environment. International Journal of Computer-Supported Collaborative Learning. Abstract Virtual environments allow users to explore complex concepts using simulations of real-world problems. In order to examine whether having mentors communicate with players through a virtual chat program rather than face-to-face [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Stop Talking and Type" href="http://epistemicgames.org/eg/wp-content/uploads/bagely.pdf" target="_blank">Bagely, E &amp; Shaffer, D.W (2010) <em>Stop Talking and Type: Mentoring in a Virtual and Face-to-Face Environment</em>. International Journal of Computer-Supported Collaborative Learning.</a></p>
<blockquote><p>Abstract Virtual environments allow users to explore complex concepts using<br />
simulations of real-world problems. In order to examine whether having mentors<br />
communicate with players through a virtual chat program rather than face-to-face<br />
changed anything about the players’ experience, this study compared a virtual chat<br />
and a face-to-face condition of the epistemic game, Urban Science. 21 high school<br />
aged players were randomly assigned to either the virtual chat or face-to-face<br />
condition, and all players played Urban Science for 10 hours. As part of the game,<br />
they participated in six reflection meetings led by their mentor, completed intake<br />
and exit interviews, and wrote a final proposal. Using discourse analysis, epistemic<br />
frame theory, and epistemic network analysis, this paper examines the mentors’ and<br />
players’ reflection meeting discourse and the players’ interviews and final<br />
proposals and asks whether there were differences in discourse, outcomes, or<br />
engagement levels between the two conditions. This study concludes that virtual<br />
mentoring can be just as effective as face-to-face mentoring and suggests that<br />
mentoring via chat is a viable method for mentoring in the context of epistemic<br />
games.</p></blockquote>
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		<title>Exploring Connectedness: Applying ENA to Teacher Knowledge</title>
		<link>http://epistemicgames.org/eg/exploring-connectedness-applying-ena-to-teacher-knowledge/</link>
		<comments>http://epistemicgames.org/eg/exploring-connectedness-applying-ena-to-teacher-knowledge/#comments</comments>
		<pubDate>Mon, 05 Mar 2012 16:58:16 +0000</pubDate>
		<dc:creator>mhickey</dc:creator>
				<category><![CDATA[Chandra Orrill]]></category>
		<category><![CDATA[David Williamson Shaffer]]></category>
		<category><![CDATA[Publications]]></category>

		<guid isPermaLink="false">http://epistemicgames.org/eg/?p=7049</guid>
		<description><![CDATA[Orrill, C. H., &#38; Shaffer, D. W. (July 2012).  Exploring connectedness: Applying ENA to teacher knowledge.  Paper presented at International Conference of the Learning Sciences 2102, Sydney. http://epistemicgames.org/eg/wp-content/uploads/Orrill-Shaffer-ExploringConnectedness.pdf In this study, we consider teacher knowledge of mathematics from the perspective of connectedness. To accomplish this, we adapted Epistemic Network Analysis techniques to characterize the connections between and among pieces [...]]]></description>
			<content:encoded><![CDATA[<p>Orrill, C. H., &amp; Shaffer, D. W. (July 2012). <em> Exploring connectedness: Applying ENA to teacher knowledge. </em> Paper presented at International Conference of the Learning Sciences 2102, Sydney.</p>
<p><a href="http://epistemicgames.org/eg/wp-content/uploads/Orrill-Shaffer-ExploringConnectedness.pdf" target="_blank">http://epistemicgames.org/eg/wp-content/uploads/Orrill-Shaffer-ExploringConnectedness.pdf</a></p>
<blockquote><p>In this study, we consider teacher knowledge of mathematics from the perspective of connectedness. To accomplish this, we adapted Epistemic Network Analysis techniques to characterize the connections between and among pieces of teacher knowledge related to on aspect of proportional reasoning. We discuss the value of this approach as well as directions<br />
for further research.</p></blockquote>
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		<title>Viral Buzz for Epistemic Games</title>
		<link>http://epistemicgames.org/eg/viral-buzz-for-epistemic-games-2/</link>
		<comments>http://epistemicgames.org/eg/viral-buzz-for-epistemic-games-2/#comments</comments>
		<pubDate>Fri, 02 Mar 2012 16:00:08 +0000</pubDate>
		<dc:creator>mhickey</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[David Williamson Shaffer]]></category>
		<category><![CDATA[How Computer Games Help Children Learn]]></category>
		<category><![CDATA[In the News]]></category>

		<guid isPermaLink="false">http://epistemicgames.org/eg/?p=7023</guid>
		<description><![CDATA[Recently a PBS Wisconsin Media Shift blog post got people talking about Epistemic Games.  Aran Levasseur highlights David Williamson Shaffer’s book, “How Computer Games Help Children Learn,” and positioned epistemic games as the future of education—an idea that the Epistemic Games Group has been arguing for years. Levasseur gets straight to the point when he says schools need to [...]]]></description>
			<content:encoded><![CDATA[<p>Recently a <a href="http://www.pbs.org/mediashift/2012/02/epistemic-games-are-the-future-of-learning-letting-students-role-play-professions037.html" target="_blank">PBS Wisconsin Media Shift</a> blog post got people talking about Epistemic Games.  Aran Levasseur highlights David Williamson Shaffer’s book, “<em><a href="http://www.amazon.com/gp/product/1403975051" target="_blank">How Computer Games Help Children Learn</a>,”</em> and positioned epistemic games as the future of education—an idea that the Epistemic Games Group has been arguing for years.</p>
<p>Levasseur gets straight to the point when he says schools need to be looking to the future, not the past, for innovations in the classroom.</p>
<blockquote><p>“As schools aim to prepare students for life outside of school, they need to realize that the world now values knowledge and skills that can be applied in creative ways. Epistemic games fit the learning requirements of today&#8217;s world because they allow students to role-play professions while learning skills that they apply in the game.”</p></blockquote>
<p>Levassuer’s article is a great review of the epistemology that is behind Epistemic Games and learning through play.</p>
<blockquote><p>&#8220;In playing games,[students] are doing explicitly, openly and socially what as adults they will do tacitly, privately and personally. They are running simulations of worlds they want to learn about in order to understand the rules, roles and consequences of those worlds.&#8221;</p></blockquote>
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		<title>The right kind of telling: an analysis of feedback and learning in a journalism epistemic game</title>
		<link>http://epistemicgames.org/eg/the-right-kind-of-telling-an-analysis-of-feedback-and-learning-in-a-journalism-epistemic-game/</link>
		<comments>http://epistemicgames.org/eg/the-right-kind-of-telling-an-analysis-of-feedback-and-learning-in-a-journalism-epistemic-game/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 18:28:41 +0000</pubDate>
		<dc:creator>Monica Germain</dc:creator>
				<category><![CDATA[David Hatfield]]></category>
		<category><![CDATA[Journalism.net]]></category>
		<category><![CDATA[Publications]]></category>

		<guid isPermaLink="false">http://epistemicgames.org/eg/?p=6594</guid>
		<description><![CDATA[Hatfield, D. (2011) The right kind of telling: an Analysis of feedback and learning in a journalism epistemic game. University of Wisconsin-Madison. http://epistemicgames.org/eg/wp-content/uploads/hatfield_dissertation_print_final.pdf This study examines a 21st century theory of learning and cognition, Epistemic Frame Theory, which argues that expertise, such as the kind involved in complex thinking and problem solving, fundamentally involves diverse [...]]]></description>
			<content:encoded><![CDATA[<p>Hatfield, D. (2011) The right kind of telling: an Analysis of feedback and learning in a journalism epistemic game. University of Wisconsin-Madison.</p>
<p><a href='http://epistemicgames.org/eg/wp-content/uploads/hatfield_dissertation_print_final.pdf'>http://epistemicgames.org/eg/wp-content/uploads/hatfield_dissertation_print_final.pdf</a></p>
<p><span id="more-6594"></span></p>
<blockquote><p>This study examines a 21st century theory of learning and cognition, Epistemic Frame Theory, which argues that expertise, such as the kind involved in complex thinking and problem solving, fundamentally involves diverse and dynamic connections between different forms of knowing and acting, guided by the norms and principles of a particular community. </p>
<p>In this dissertation, I consider the challenge of measuring and assessing epistemic frames using a new measurement tool, epistemic network analysis (ENA), which focuses on the patterns of relations between knowledge and other aspects of expertise as they are mobilized together in the discourse of complex practice.<br />
The context for this investigation is science.net, a computer-supported role playing game in which young people take up the role of reporters-in-training and educational researchers take up the role of mentor editors in a simulation of a professional journalism practicum designed to help players begin to think like professional journalists.</p>
<p>Through epistemic network analyses of mentor and player discourse this experiment suggests the connections between the particular ways of knowing, doing, being, caring, and justifying that constitute an epistemic frame can be quantified and measured. In turn, this means epistemic frame theory can be tested, providing a more rigorous basis for the design of learning environments to better prepare young people for the complex demands of the future.</p></blockquote>
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		<title>Stop Talking and Type: Mentoring in a Virtual and Face-to-Face Environmental Education Environment</title>
		<link>http://epistemicgames.org/eg/stop-talking-and-type-mentoring-in-a-virtual-and-face-to-face-environmental-education-environment/</link>
		<comments>http://epistemicgames.org/eg/stop-talking-and-type-mentoring-in-a-virtual-and-face-to-face-environmental-education-environment/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 19:11:51 +0000</pubDate>
		<dc:creator>Monica Germain</dc:creator>
				<category><![CDATA[AutoMentor: Virtual Mentoring and Assessment in Computer Games for STEM Learning]]></category>
		<category><![CDATA[Dynamic STEM Assessment Through Epistemic Network Analysis]]></category>
		<category><![CDATA[Elizabeth Bagley]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Land Science]]></category>
		<category><![CDATA[Peer-Reviewed]]></category>
		<category><![CDATA[Urban Science]]></category>

		<guid isPermaLink="false">http://epistemicgames.org/eg/?p=6496</guid>
		<description><![CDATA[Bagley, Elizabeth A. S. (2011) Stop Talking and Type: Mentoring in a Virtual and Face-to-Face Environmental Education Environment. University of Wisconsin-Madison. http://epistemicgames.org/eg/wp-content/uploads/Bagley-Dissertation-FINAL.pdf This dissertation examines how one approach to environmental education, the epistemic game Urban Science, extends an environmental education framework into a virtual environment that creates opportunities for young people to develop a combination [...]]]></description>
			<content:encoded><![CDATA[<p>Bagley, Elizabeth A. S. (2011) Stop Talking and Type: Mentoring in a Virtual and Face-to-Face Environmental Education Environment. University of Wisconsin-Madison.</p>
<p><a href='http://epistemicgames.org/eg/wp-content/uploads/Bagley-Dissertation-FINAL.pdf'>http://epistemicgames.org/eg/wp-content/uploads/Bagley-Dissertation-FINAL.pdf</a></p>
<p><span id="more-6496"></span></p>
<blockquote><p>This dissertation examines how one approach to environmental education, the epistemic game Urban Science, extends an environmental education framework into a virtual environment that creates opportunities for young people to develop a combination of the skills, knowledge, values, identity, and epistemology needed to be environmentally literate. The aim of this study is to determine whether having mentors communicate with players through a virtual chat program rather than face-to-face changes anything about the players’ experience. Specifically, this study examines virtual chat versus face-to-face conditions during Urban Science and asks:</p>
<blockquote><p>1.	Was the mentors’ discourse during the reflection meetings different between the two conditions?<br />
2.	Was the players’ discourse during the reflection meetings different between the two conditions?<br />
3.	Were the players’ outcomes different between the two conditions?<br />
4.	Was the players’ level of engagement different between the two conditions? </p></blockquote>
<p>Overall, these results suggest that since using more words did not impact the quality of the players’ professional discourse during the reflection meetings, the exit interviews outcomes, the quality of their final proposals, or their level of engagement, mentoring via chat is a viable method for mentoring in the context of epistemic games. A bolder interpretation of the results suggests that since mentoring in virtual and face-to-face conditions produced similar effects on players, epistemic mentoring could be automated and still retain the quality of interactions and players’ level of engagement. If the epistemic mentoring is automated, epistemic games like Urban Science could become more widely available to young people giving them the opportunity to help the world “move beyond what we already know in order to break beyond the boundaries of now to a more beautiful fabric of the future.”
</p></blockquote>
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		</item>
		<item>
		<title>Nephrotex: Teaching first year students to think like engineers</title>
		<link>http://epistemicgames.org/eg/nephrotex-teaching-first-year-students-to-think-like-engineers/</link>
		<comments>http://epistemicgames.org/eg/nephrotex-teaching-first-year-students-to-think-like-engineers/#comments</comments>
		<pubDate>Mon, 08 Aug 2011 16:39:12 +0000</pubDate>
		<dc:creator>Monica Germain</dc:creator>
				<category><![CDATA[Conferences]]></category>
		<category><![CDATA[Cynthia D'Angelo]]></category>
		<category><![CDATA[David Williamson Shaffer]]></category>
		<category><![CDATA[Golnaz Arastoopour]]></category>
		<category><![CDATA[Naomi Chesler]]></category>
		<category><![CDATA[Nephrotex: Professional Practice Simulations for Engaging, Education and Assessing Undergraduate Engineers]]></category>

		<guid isPermaLink="false">http://epistemicgames.org/eg/?p=6472</guid>
		<description><![CDATA[Shaffer, D.W., Chesler, N.C., Arastoopour, G., and D&#8217;Angelo, C. (2011). Nephrotex: Teaching first year students how to think like engineers. Poster presented at the Course, Curriculum, and Laboratory Improvement (CCLI) PI Conference, Washington D.C. CCLI PI Conference Poster]]></description>
			<content:encoded><![CDATA[<p>Shaffer, D.W., Chesler, N.C., Arastoopour, G., and D&#8217;Angelo, C. (2011). Nephrotex: Teaching first year students how to think like engineers. Poster presented at the Course, Curriculum, and Laboratory Improvement (CCLI) PI Conference, Washington D.C.</p>
<p><a href='http://epistemicgames.org/eg/wp-content/uploads/CCLI-conference-poster-03-mg-22.pdf'>CCLI PI Conference Poster </a></p>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Use of Professional Practice Simulation in a First-Year Introduction Engineering Course</title>
		<link>http://epistemicgames.org/eg/use-of-professional-practice-simulation-in-a-first-year-introduction-engineering-course/</link>
		<comments>http://epistemicgames.org/eg/use-of-professional-practice-simulation-in-a-first-year-introduction-engineering-course/#comments</comments>
		<pubDate>Mon, 08 Aug 2011 16:34:38 +0000</pubDate>
		<dc:creator>Monica Germain</dc:creator>
				<category><![CDATA[Conferences]]></category>
		<category><![CDATA[Cynthia D'Angelo]]></category>
		<category><![CDATA[David Williamson Shaffer]]></category>
		<category><![CDATA[Golnaz Arastoopour]]></category>
		<category><![CDATA[Naomi Chesler]]></category>
		<category><![CDATA[Nephrotex Game]]></category>
		<category><![CDATA[Nephrotex: Professional Practice Simulations for Engaging, Education and Assessing Undergraduate Engineers]]></category>
		<category><![CDATA[Publications]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://epistemicgames.org/eg/?p=6499</guid>
		<description><![CDATA[Chesler, N., D&#8217;Angelo, C., Arastoopour, G., and Shaffer, D.W. (2011). Use of Professional Practice Simulation in a First-Year Introduction Engineering Course. Paper presented at the American Society for Engineering Education Conference (ASEE), Vancouver, BC. http://epistemicgames.org/eg/wp-content/uploads/Chesler_ASEE_2011.pdf The design of first-year engineering courses represents a classic engineering design problem there are multiple stakeholders with different criteria and [...]]]></description>
			<content:encoded><![CDATA[<p>Chesler, N., D&#8217;Angelo, C., Arastoopour, G., and Shaffer, D.W. (2011). Use of Professional Practice Simulation in a First-Year Introduction Engineering Course. Paper presented at the American Society for Engineering Education Conference (ASEE), Vancouver, BC.</p>
<p><a href='http://epistemicgames.org/eg/wp-content/uploads/Chesler_ASEE_2011.pdf'>http://epistemicgames.org/eg/wp-content/uploads/Chesler_ASEE_2011.pdf</a></p>
<p><span id="more-6499"></span></p>
<blockquote><p>The design of first-year engineering courses represents a classic engineering design problem there are multiple stakeholders with different criteria and constraints and, as a result, there is no single, optimal solution. Our goal was to develop a first-year engineering design course that meets the criteria and constraints of several traditional stakeholders and also provides a platform for studying the ways in which a first year engineering student progresses from thinking like a novice to thinking like a professional engineer. To do so, we developed a computer-based professional practice simulator that can be incorporated into pre-existing first-year Introduction to Engineering courses with minimal resources by course directors with no expertise in an engineering discipline. The simulation provides an introduction to professional communication styles, the engineering design process, library skills and citation requirements, and the engineering disciplines. Importantly, engineering knowledge and skills are not required to complete the two design-build-test cycles in the simulation; instead the emphasis is on managing conflicting client requirements, making trade-offs in selecting a final design and justifying design choices. This paper describes the design of the simulation and preliminary results from its inclusion in a first-year Introduction to Engineering course at our institution.</p></blockquote>
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		</item>
		<item>
		<title>Collaborating in a Virtual Engineering Internship</title>
		<link>http://epistemicgames.org/eg/collaborating-in-a-virtual-engineering-internship/</link>
		<comments>http://epistemicgames.org/eg/collaborating-in-a-virtual-engineering-internship/#comments</comments>
		<pubDate>Thu, 28 Jul 2011 18:13:47 +0000</pubDate>
		<dc:creator>Monica Germain</dc:creator>
				<category><![CDATA[Conferences]]></category>
		<category><![CDATA[Cynthia D'Angelo]]></category>
		<category><![CDATA[David Williamson Shaffer]]></category>
		<category><![CDATA[Golnaz Arastoopour]]></category>
		<category><![CDATA[Naomi Chesler]]></category>
		<category><![CDATA[Nephrotex: Professional Practice Simulations for Engaging, Education and Assessing Undergraduate Engineers]]></category>

		<guid isPermaLink="false">http://epistemicgames.org/eg/?p=6491</guid>
		<description><![CDATA[D&#8217;Angelo, C., Arastoopour, G., Chesler, N. &#038; Shaffer, D. W. (2011) Collaborating in a Virtual Engineering Internship. Paper presented at Computer Supported Collaborative Learning Conference (CSCL), Hong Kong, Hong Kong SAR. http://epistemicgames.org/eg/wp-content/uploads/DAngelo_CSCL2011.pdf Teamwork and collaboration are vital 21st century skills that students need to master. Specially designed epistemic games modeled after professional practica can help [...]]]></description>
			<content:encoded><![CDATA[<p>D&#8217;Angelo, C., Arastoopour, G., Chesler, N. &#038; Shaffer, D. W. (2011) Collaborating in a Virtual Engineering Internship. Paper presented at Computer Supported Collaborative Learning Conference (CSCL), Hong Kong, Hong Kong SAR.</p>
<p><a href='http://epistemicgames.org/eg/wp-content/uploads/DAngelo_CSCL2011.pdf'>http://epistemicgames.org/eg/wp-content/uploads/DAngelo_CSCL2011.pdf</a></p>
<p><span id="more-6491"></span></p>
<blockquote><p>Teamwork and collaboration are vital 21st century skills that students need to master. Specially designed epistemic games modeled after professional practica can help students build and practice these skills. This paper presents preliminary results from a virtual engineering internship, an epistemic game for introductory engineering undergraduates. The game was designed to help build students’ skills in teamwork and collaboration while providing experiences relevant to engineering and design. After the internship students reported a better understanding of what engineers do and about the practice of engineering. Students also made content learning gains. Students overwhelmingly enjoyed the experience and felt encouraged to stay on an engineering career path.</p></blockquote>
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		</item>
		<item>
		<title>Mentor modeling: the internalization of modeled professional thinking in an epistemic game</title>
		<link>http://epistemicgames.org/eg/mentor-modeling-the-internalization-of-modeled-professional-thinking-in-an-epistemic-game-2/</link>
		<comments>http://epistemicgames.org/eg/mentor-modeling-the-internalization-of-modeled-professional-thinking-in-an-epistemic-game-2/#comments</comments>
		<pubDate>Tue, 26 Apr 2011 16:47:34 +0000</pubDate>
		<dc:creator>Monica Germain</dc:creator>
				<category><![CDATA[David Williamson Shaffer]]></category>
		<category><![CDATA[Padraig Nash]]></category>
		<category><![CDATA[Publications]]></category>

		<guid isPermaLink="false">http://epistemicgames.org/eg/?p=6234</guid>
		<description><![CDATA[Nash, P. and Shaffer, D. W. (2011), Mentor modeling: the internalization of modeled professional thinking in an epistemic game. Journal of Computer Assisted Learning, 27: 173–189. Players of epistemic games – computer games that simulate professional practica – have been shown to develop epistemic frames: a profession&#8217;s particular way of seeing and solving problems. This [...]]]></description>
			<content:encoded><![CDATA[<p>Nash, P. and Shaffer, D. W. (2011), Mentor modeling: the internalization of modeled professional thinking in an epistemic game. Journal of Computer Assisted Learning, 27: 173–189. </p>
<p><span id="more-6234"></span></p>
<blockquote><p>
Players of epistemic games – computer games that simulate professional practica – have been shown to develop epistemic frames: a profession&#8217;s particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we explored how players develop epistemic frames through playing the game. Our results show that players imitate and internalize the professional way of thinking that the mentors model, suggesting that mentors can effectively model epistemic frames, and that epistemic network analysis is a useful way to chart the development of learning through mentoring relationships.</p></blockquote>
<p>Full article can be viewed <a href="http://onlinelibrary.wiley.com/doi/10.1111/j.1365-2729.2010.00385.x/abstract ">here</a>.</p>
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		</item>
		<item>
		<title>Typed versus Spoken Conversations in a Multi-Party Epistemic Game</title>
		<link>http://epistemicgames.org/eg/typed-versus-spoken-conversations-in-a-multi-party-epistemic-game/</link>
		<comments>http://epistemicgames.org/eg/typed-versus-spoken-conversations-in-a-multi-party-epistemic-game/#comments</comments>
		<pubDate>Fri, 25 Mar 2011 20:55:50 +0000</pubDate>
		<dc:creator>Monica Germain</dc:creator>
				<category><![CDATA[Art Graesser]]></category>
		<category><![CDATA[Brent Morgan]]></category>
		<category><![CDATA[Candice Burkett]]></category>
		<category><![CDATA[Elizabeth Bagley]]></category>
		<category><![CDATA[Publications]]></category>

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		<description><![CDATA[Morgan, B., Burkett, C., Bagley, E., &#038; Graesser, A. (2011). Typed versus Spoken Conversations in a Multi-Party Epistemic Game. Paper to be presented as poster at the Artificial Intelligence in Education Conference (AIED), Christchurch, NZ. http://epistemicgames.org/eg/wp-content/uploads/aied2011_submission_153.pdf Multi-party chat is a standard feature of popular online games and is increasingly available in collaborative learning environments, including [...]]]></description>
			<content:encoded><![CDATA[<p>Morgan, B., Burkett, C., Bagley, E., &#038; Graesser, A. (2011). Typed versus Spoken Conversations in a Multi-Party Epistemic Game. Paper to be presented as poster at the Artificial Intelligence in Education Conference (AIED), Christchurch, NZ.</p>
<p><a href='http://epistemicgames.org/eg/wp-content/uploads/aied2011_submission_153.pdf'>http://epistemicgames.org/eg/wp-content/uploads/aied2011_submission_153.pdf</a></p>
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<blockquote><p>Multi-party chat is a standard feature of popular online games and is increasingly available in collaborative learning environments, including epistemic games. However, little is known about the linguistic qualities of group conversation, especially regarding modality of communication. This paper addresses the differences between spoken and typed conversations as high school students interacted with the epistemic game Urban Science. Coh-Metrix analyses showed that speech was associated with more global aspects of text (narrativity, cohesion) whereas typed input was associated with more local aspects (syntactic simplicity, word concreteness). The spoken conversations were also more verbose than typed conversations. These findings suggest that the modality in group communication should be considered, particularly with respect to the breaks in discourse cohesion that are more prominent in typed group chat.</p></blockquote>
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