31:
397:, players become interns at the office of a fictitious urban and regional planning firm, Land Management Associates. Players weigh the trade-offs of land use decisions in ecologically-sensitive areas, interact with virtual stakeholders and use iPlan, a custom-designed Geographic Information System, to develop land use plans for local and national sites.
355:
Players become biomechanical engineers. Using
Sodaconstructor, a sophisticated physics simulation, they design wire-frame character prototypes for an upcoming animated film. Players meet with clients and engineering experts, and present their work, developing real-world skills while learning concepts
436:
In ENA, logfiles from learning activities are coded for the presence of key elements in a target domain, such as engineering or journalism. For any two elements of the target domain, the strength of their association in an epistemic network is computed based on the frequency of their co-occurrence
296:
Building on epistemic frame theory, Epistemic
Network Analysis (ENA) is a mathematical technique used to quantify the development of epistemic frames. Based on Social Network Analysis, ENA creates network models of the connections a person or group of people makes among the frame elements (skills,
427:
Epistemic network analysis (ENA) was originally developed as a tool to model connected understanding that characterizes complex learning in communities of practice in terms of epistemic frames. Although originally designed to assess epistemic frames in virtual game environments, ENA is used more
300:
ENA is an example of quantitative ethnography, a term coined by
Shaffer to describe a set of research methods leveraging novel statistical models and data visualization techniques to augment the scale and power of rich qualitative analyses. Originally developed to identify meaningful differences
292:
Based on studies of how people learn to solve complex problems in realistic settings, Shaffer developed epistemic frame theory, which suggests that professional thinking is best understood not in terms of knowledge and skills in a professional domain, but rather as an epistemic frame composed of
440:
These models can be projected into a high-dimensional space. Trajectories of change over time in networks can be visualized as paths through this space, and differences between networks (including possible convergence towards some ideal configuration) can be measured by calculating the distance
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generally to quantify the structure of connections that constitute complex thinking as they manifest in discourse, or more generally to quantify and visualize the development of any phenomenon, such as fMRI data on brain activity, that can be characterized by changes in connections over time.
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knowledge, skills, values, and identity linked by a particular professional epistemology—-a way of making decisions and justifying actions. This theory has been tested in a range of professions, including architecture, journalism, urban planning, and engineering.
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Players become reporters working for an online newsmagazine. Working with professional journalists and interviewing community leaders, these young reporters learn about how journalists think about news and its important relationship to the community.
449:
The ENA toolkit is available online and has been used to model data from a diverse array of domains, including ethnographic data, log files, video game data, classroom teacher discourse, interview transcripts, and neuroscience imaging.
243:. He was promoted to associate professor in 2006, to full professor in 2008, and became the Vilas Distinguished Achievement Professor of Learning Science in 2016. He has also been the Obel Foundation Professor of Learning Analytics at
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Players become high-powered negotiators, deciding the fate of a real medical controversy: the ethics of transplanting organs from animals into humans. Along the way, they learn about biology, international relations, and mediation.
441:
between networks. Because changes in network structure are linked to specific points in time, ENA can associate key changes in complex and collaborative thinking with specific activities that learners undertake.
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Shaffer, D. W., Hatfield, D., Svarovsky, G. N., Nash, P., Nulty, A., Bagley, E., Franke, K., Rupp, A. A., Mislevy, R. (2009). Epistemic
Network Analysis: A prototype for 21st Century assessment of learning.
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best known for his work on computer games and learning. Shaffer's research was originally based on the development of epistemic games, or games that simulate real-world problem solving.
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between groups of learners, quantitative ethnographic approaches have also been used to analyze data from other disciplines, such as history and systems engineering.
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Players are welcomed as early career hires into the fictitious company
Nephrotex, whose core technology is the ultrafiltration unit, or dialyzer, of a
678:
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and chemical surfactants into the hollow fibers of the dialyzer unit. Since design is a foundational discipline for engineers, we focus on bringing
248:
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since 2001, and a faculty affiliate of the
Gaylord Nelson Institute for Environmental Studies at the University of Wisconsin–Madison since 2005.
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and learn how to become ecological thinkers in the process. They work together to tackle the urban issues that face their city, using iPlan, a
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729:"Professor David Williamson Shaffer - Transforming Big Data into Meaningful Insights: Introducing Quantitative Ethnography • scientia.global"
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Gee, J. P., & Shaffer, D. W. (September/October 2010). Looking Where the Light is Bad: Video Games and the Future of
Assessment.
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334:. Based on an architectural design studio, the game helps players learn to think like designers about geometry and graphic art.
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162:(born May 10, 1964 in New York City, NY) is the Vilas Distinguished Achievement Professor of Learning Science at the
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the logfile data. The model of linkages between elements over time quantifies the development of a network.
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in Nepal from 1989–1991 in a secondary-level science and math teacher development program sponsored by the
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Shaffer, D. W. (2009). Wag the Kennel: Games, Frames, and the
Problem of Assessment. In R. Fertig (Ed.),
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Shaffer, D. W. (2009). Computers and the End of
Progressive Education. In David Gibson (Ed.) Digital
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in the department of
Educational Psychology, the Obel Foundation Professor of Learning Analytics at
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After completing his studies at MIT, Shaffer taught in the Technology in Education program at the
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machine. The players' assigned task is to design a next-generation dialyzer that incorporates
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In 2008, Shaffer founded EFGames, LLC, an educational game development and consulting firm.
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from 2008–2009, and received a Fellowship to the European Institute for Advanced Study at
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Shaffer, David Williamson; Halverson, Richard; Squire, Kurt; Gee, James P. (2017-01-01),
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Players become graphic artists and create an exhibit of mathematical art in the style of
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Simulations for Improving Education:Learning Through Artificial Teaching Environments
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679:"Epistemic Games Are the Future of Learning, Letting Students Role-Play Professions"
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Shaffer has been involved in the creation and study of several epistemic games.
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knowledge, values, identities, and epistemologies) of a professional practice.
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In 2001, Shaffer became an assistant professor in education psychology at the
374:(GIS) tool that helps them develop a comprehensive plan for their community.
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755:"ICQE 2019 – International Conference for Quantitative Ethnography 2019"
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Shaffer received an A.B. in History and East Asian Studies (1987) from
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and his M.S. (1996) and Ph.D. (1998) in Media Arts and Sciences from
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Handbook of Research on Effective Electronic Gaming in Education
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Foundations of Learning and Instructional Design Technology
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in Copenhagen since 2016, a principal investigator at the
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228:, and conducted research in medical education at
632:"David Williamson Shaffer – Epistemic Analytics"
366:Players engage in the professional practices of
511:The International Journal of Learning and Media
505:. (pp. 577–592). Hershey, PA: IGI Global.
8:
858:Massachusetts Institute of Technology alumni
581:"How Seymour Papert influenced our thinking"
190:. Shaffer was a student of James J. Kaput,
652:"David Shaffer :: UW–Madison Experts"
277:Shaffer is a scholar in the fields of the
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498:(pp. 68–85).Hershey, PA: IGI Global.
209:Shaffer began his career as a teacher at
170:in Copenhagen, a Data Philosopher at the
557:"Video Games and the Future of Learning"
863:University of Wisconsin–Madison faculty
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249:Wisconsin Center for Education Research
172:Wisconsin Center for Education Research
475:How Computer Games Help Children Learn
432:Application of ENA to data on learning
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419:to first-year engineering students.
226:Harvard Graduate School of Education
804:Epistemic Network Analysis Homepage
489:Phi Delta Kappa International EDge
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605:"FOEE - David Williamson Shaffer"
174:, and Principal of EFGames, LLC.
776:"Projects – Epistemic Analytics"
267:École normale supérieure de Lyon
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241:University of Wisconsin–Madison
164:University of Wisconsin–Madison
136:University of Wisconsin-Madison
234:Massachusetts General Hospital
1:
372:Geographic Information System
16:American academic (born 1964)
356:in science and engineering.
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873:Writers from New York City
868:Writers from Massachusetts
423:Epistemic Network Analysis
101:Epistemic Network Analysis
853:Harvard University alumni
463:, Madison, WI: Cathcart.
445:Other applications of ENA
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106:
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838:Nelson Institute Profile
705:Quantitative ethnography
461:Quantitative Ethnography
160:David Williamson Shaffer
23:David Williamson Shaffer
703:Shaffer, David (2017).
473:Shaffer, D. W. (2007).
878:Writers from Wisconsin
579:Negroponte, Nicholas.
477:. New York: Palgrave.
287:Educational Psychology
230:Harvard Medical School
219:Asian Development Bank
126:Educational Psychology
93:Epistemic Frame Theory
799:Epistemic Games Group
656:experts.news.wisc.edu
459:Shaffer, D.W. (2017)
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97:Epistemic Frame Games
178:Education and career
821:Ed Psych Staff Page
211:The Mountain School
202:, who studied with
196:William J. Mitchell
826:2011-07-20 at the
809:2016-03-05 at the
417:engineering design
263:Utrecht University
259:Marie Curie Fellow
245:Aalborg University
184:Harvard University
168:Aalborg University
79:Harvard University
58:New York, New York
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387:extends the game
279:Learning Sciences
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332:M.C. Escher
204:Jean Piaget
65:Nationality
847:Categories
781:2019-10-12
760:13 October
739:13 October
689:2019-10-12
683:MediaShift
661:2019-10-12
637:2019-10-12
614:2019-10-12
590:2019-10-12
566:2019-10-12
541:2019-10-12
518:References
269:for 2015.
47:1964-05-10
402:Nephrotex
283:Education
122:Education
824:Archived
807:Archived
733:Scientia
273:Theories
69:American
491:, 6(1).
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285:, and
114:Fields
393:. In
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232:and
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