ww JU JZGVCO SoS a VOLUME XII, NUMBER 21 INNOVATION ABSTRACTS PUBLISHED BY THE NATIONAL INSTITUTE FOR STAFF AND Cention DEVELOPMENT, THE UNIVERSITY OF TEXAS AT AUSTIN=:-* WITH SUPPORT FROM THE W. K. KELLOGG FOUNDATION AND THE SID W. RICHARDSON FOUNDATION Explanation Games: If He’d Seen the Sawdust... An explanation game is a game in which participants have to discover an explanation for a scenario or series of events, supplied at the outset by the game leader. Participants ask questions which the leader may answer “yes,” “no,” or “irrelevant.” Participants have, then, to formulate general hypotheses about the form of the hidden explanation and to reject or modify them in response to answers from the leader, until the correct hypothesis is reached. There is no guarantee (far from it!) that the correct hypothesis will be the most reason- able: the correct answer is simply the explanation which the game leader had in mind. An example of an explanation game begins with the clue: “If he’d seen the sawdust, he wouldn’t have died.” The answer, it turns out, is as follows: “he” was the shortest man in the world, in the habit of checking this status by measuring himself with a wooden stick of the same length as his height. His rival, the second shortest, had engineered a heart attack by shortening the stick, thus leading the deceased to believe that he had grown, and that his livelihood was in jeopardy. (He makes his living from his lack of height, e.g., ina circus.) I use these games in teaching philosophical critical thinking at my community college. (The original idea from using them in this context came to me from Dr. Lawrence Resnick at Simon Fraser University.) They are suitable, however, for incorporation into a wide range of disciplines where the attempt is to encourage critical thinking among students. Here I'll try to motivate a belief in their usefulness in teaching both philosophy of science and science subjects in general. First of all, they constitute active, student-centered, and collaborative learning. Students are actively engaged in thinking in the classroom and must draw on previously-gained knowledge and understanding of the world, working collaboratively, to maximize the effi- ciency of the solution process. Asa result, the games are fun; and the affective responses of curiosity, puzzle- ment, success, and realization set the tone for other learning activities later in class. Second, the games promote the development of a number of important reasoning abilities, valuable in academic as well as ordinary life. The kinds of reason- ing abilities these games require, and therefore develop, include: memory/recall; precision in choice of expres- sion; attention to consistency and implication; aware- ness of assumptions behind questions (avoidance of the fallacy of “dubious assumption” or “loaded question”); attention to the generality and specificity of questions with respect to their efficiency in approaching a correct hypothesis; and use of metaquestions (e.g., “Would it help me if I asked...?”). The games can be played with or without instructive comment on questioning strategies; this is very useful once the basic idea has been assimilated by the stu- dents. Also valuable is trying to reconstruct the reason- ing processes at the end of the game. The assumption, supported by metacognition research, is that self- conscious understanding of the logical processes involved in the games enables students to develop the corresponding reasoning abilities. Third, the process of the game models the hypothet- ico-deductive picture of science described by, among others, Karl Popper. At some point in the term I make this explicit, in the hope that familiarity with the games will add to the understanding of scientific method which I wish to convey. The hypothetico-deductive model of science can be explained through the use of the games by developing the following analogy: in science, hypotheses are tested by developing the logical consequences of one hypothe- sis which are not also those of another, and finding out by experiment whether these logical consequences are true; if so, the hypothesis receives more support, thoug! there is seldom a final “answer” to this “problem” until one brings in extra-scientific considerations. In the games, players test their hypothetical explanations by thinking of a logical consequence of a hypothesis they have in mind and asking if it’s true. The instructor, who plays the role of “Nature,” gives more definite answers than she, but the confirmation of a hypothesis is still a gradual process involving the rejection of alternative explanations. This analogy raises the possibility of modelling scientific reasoning in a parallel sort of game, in which Woy EDB 348, Austin, Texas 78712 THE NATIONAL INSTITUTE FOR STAFF AND ORGANIZATIONAL DEVELOPMENT (NISOD) Community College Leadership Program, The University of Texas at Austin —13—