IF HE'D SEEN THE SAWDUST . . .
(c) 1991 John Black
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 these 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 reasonable: the correct answer is
simply the explanation which the game leader has 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. in a circus.)
I use these games in teaching philosophical critical
thinking at my community college. (The original idea for 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-centred 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 maximise
the efficiency of the solution-process. As a result, the games
are fun, and the affective responses of curiosity, puzzlement,
success and realisation 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 reasoning ability these games
require, and therefore develop, include: memory/recall; precision
in choice of expression; attention to consistency and implication;
awareness 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; 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 students. Also valuable is
trying to reconstruct the reasoning 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 hypothetico-
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 hypothesis 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, though 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 an 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 both
scenario and explanation are part of the course content. For
example, students could "work out" a theory by designing
experiments and asking the instructor what the results would be.
Other possible applications might be to standardised analysis of
salts (by flame-testing and other reactions), biological
classification by anatomical features, and the naming of organic
compounds.
In this kind of game, direct attempts to guess the answer
would have to be refused, perhaps by distinguishing between
"experimental", "hypothetical" and "metahypothetical" questions.
Experimental questions ask what would be the result of a certain
experiment, manipulation or observation. Hypothetical questions
are attempts to guess the answer. Metahypothetical questions are
about not entirely relevant features of the correct hypothesis
(e.g. "Does it begin with the letter A?").
In the initial stages of the game, only experimental
questions would be allowed; hypothetical questions would be
considered only when a wealth of "experimentation" has already
been carried out. Metahypothetical questions might be disallowed
entirely, except in one circumstance: if one is impressed by the
significance of analogy in scientific discovery, one might accept
such metahypothetical questions as "Is this case similar to the
one we had in electricity last week?".
I have not used games of this form myself, since I do not
teach in the requisite scientific context, but I have heard of
games like this being developed as enhancements of one called Rulemaker. Rulemaker is a mathematical game in which participants
try to formulate a rule which explains some sequence of numbers,
shapes, playing cards or whatever. I have not heard of its being
employed in the cumulative question-and-answer mode, but I see no
reason why it shouldn't.
I have a list of thirteen explanation games of the general
type which I'd be willing to share with anyone interested. I'd
also like to hear of anyone using the scientific versions or games
like them.
Examples
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