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Linking the ‘know-that’ and ‘know-how’ knowledge through games : a quest to evolve the future for science and engineering education

dc.contributor.authorVahed, Anisaen_US
dc.contributor.authorMcKenna, Siouxen_US
dc.contributor.authorSingh, Shalinien_US
dc.date.accessioned2017-02-16T11:10:02Z
dc.date.available2017-02-16T11:10:02Z
dc.date.issued2016
dc.description.abstractThis paper responds to Muller’s notions of ‘knowing-that’ and ‘knowing how’. The paper addresses how educational interventions that are designed in line with targeted discipline-specific subjects can enhance the balance between professional practice and disciplinary knowledge in professionally accredited programmes at universities of technology. The context is a Dental Technology programme at a University of Technology in South Africa. Teaching through discipline-specific games, conceptualised from a game literacies perspective, is proposed as an engaging, interactive pedagogy for learning dis-ciplinary knowledge that potentially encourages access to a particular affinity group. The authors use concepts from Bernstein and Maton to investigate whether epistemic relations or social relations are emphasised through board and digital games designed for two Dental Technology subjects. This paper offers valuable insight into alternative pedagogies that can be adopted into science, technology, engineering, and mathematics education with the aim of paving a pathway towards Muller’s Scenario 3.en_US
dc.description.availabilityCopyright: 2016 Springer Science+Business Media. Due to copyright restrictions, only the abstract is available. For access to the full text item, please consult the publisher's website. The definitive version of the work is published in Higher Education. Vol 71 : 781–790 http://link.springer.com/article/10.1007/s10734-015-9956-9en_US
dc.dut-rims.pubnumDUT-005530en_US
dc.format.extent10 pen_US
dc.identifier.citationVahed, A.; McKenna, S. and Singh, S. 2016. Linking the ‘know-that’ and ‘know-how’ knowledge through games : a quest to evolve the future for science and engineering education. Higher Education. 71: 781–790.en_US
dc.identifier.doihttps://doi.org/10.1007/s10734-015-9956-9
dc.identifier.issn0018-1560
dc.identifier.issn1573-174X (online)
dc.identifier.urihttp://hdl.handle.net/10321/2270
dc.language.isoenen_US
dc.publisherSpringer Science+Business Mediaen_US
dc.publisher.urihttp://link.springer.com/article/10.1007/s10734-015-9956-9en_US
dc.relation.ispartofHigher education (Dordrecht. Online)en_US
dc.subjectDiscipline-specific gamesen_US
dc.subjectDental Technologyen_US
dc.subjectSpecialisation codesen_US
dc.subjectEpistemological accessen_US
dc.titleLinking the ‘know-that’ and ‘know-how’ knowledge through games : a quest to evolve the future for science and engineering educationen_US
dc.typeArticleen_US
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