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Epistemic Games: Shared-Understanding Moves

Element · All elements
Evidence · 3 claims (2 for, 1 mixed) · 2 studies (1 qualitative, 1 design), q2 · 0 of 2 report an effect size · 3 claims rest on one study

Description

Five recurring interaction moves that interdisciplinary teams use, often supported by a shared visual representation (a whiteboard, a sketch), to build a single, integrated problem statement out of individually held knowledge and perspectives:

  • Knowledge sharing: making one member's knowledge (conceptual, procedural, contextual, experiential) explicit to the rest of the team, usually paired with an external representation.
  • Perspective-taking: constructing what a different person or stakeholder (a customer, a future user, a policymaker) would experience, think, or need — flexibly projected across imagined past, present, or future.
  • Simulation: creating and walking through a hypothetical scenario to surface cause-and-effect relationships, grounding an abstract issue in a concrete, relatable situation.
  • Knowledge validation: negotiating what counts as trustworthy or "good enough" evidence — the move most likely to expose disciplinary differences in evidentiary standards (e.g., trusting industry reports vs. direct empirical observation vs. one's own replicated test).
  • Negotiation: integrating individually proposed formulations into one consensual statement, typically through iterative, visibly-revised writing (voting, synthesizing, refining).

These moves are not sequential steps; a team can enter, exit, and re-enter any of them multiple times, and a team can transfer out to a different activity (individual research, consulting an outside expert) and back.

Design Implications

Context

Requirements

  • At least two team members actively engaged, with the team open to revising its current understanding of the problem
  • A shared visual/material representation the team can jointly attend to and modify (a whiteboard, sticky notes, a shared document)

Constraints

  • Knowledge-validation disagreements often trace back to disciplinary background and can generate real, unresolved tension if left implicit — teams benefit from explicitly naming what counts as evidence for each discipline represented, rather than assuming everyone means the same thing by "good evidence"

Target Learners

  • Interdisciplinary teams working toward a single shared problem formulation, especially where members' disciplinary training gives them different default standards for what counts as valid knowledge

Target Learning Goals

  • Building an integrated, team-owned problem statement rather than defaulting to one member's framing or leaving disciplinary disagreements unspoken

Affordances

Claims

  • (none yet linked)

Examples

  • A three-student interdisciplinary team (UX design, business, IT) building a fintech-trust problem statement moved through all five moves across a multi-week project, converging on: "How can consumers trust and give consent to third parties to use their data" — a statement visibly reflecting each member's disciplinary lens (data privacy/IT, trust-and-consent/business, transparency/design).

Key Sources

  • Arthars, N., Markauskaite, L., & Goodyear, P. (2024). Constructing shared understanding of complex interdisciplinary problems: Epistemic games in interdisciplinary teamwork. Journal of the Learning Sciences, 33(2), 405-442. https://doi.org/10.1080/10508406.2024.2341390
Page metadata
Field Value
type element
id epistemic-games-shared-understanding-moves
title Epistemic Games: Shared-Understanding Moves
description Five recurring, teachable interaction moves — knowledge sharing, perspective-taking, simulation, knowledge validation, and negotiation — that interdisciplinary teams use to construct a shared problem understanding.
status review
canonical True
generated by claude/unspecified on 2026-08-29
trust unverified — no one has confirmed this page's content
sources 1 — arthars-et-al-2024

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