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1.
Three training methods to improve attention management skills in process control were compared. Forty students from technical disciplines participated in a five-hour module of emphasis shift training (EST), EST combined with situation awareness training (EST/SA), and drill and practice (D&P) on a simulated process control task. Participants were then tested three times for 45 min each (immediately after training, two weeks after training, and six weeks after training) for system control performance and diagnostic performance on familiar and nonfamiliar fault states. D&P led to superior diagnostic performance on familiar system faults. EST/SA training supported the diagnosis of novel system faults. EST was less effective than expected for system control performance. Implications for training design in process control are discussed.  相似文献   

2.
Environment, Health and Safety (EHS) trainings are used by global industries to mitigate risks and are often provided in a lingua franca (often English). This research investigated a strategy for overcoming language barriers associated with performance, comprehension, and training effectiveness. Non-linguistic (e.g., EU's Napo animated trainings) and English language (ENG) versions of EHS training were compared for effectiveness with native English language participants (L1), non-native English language participants (L2), and non-English language participants (L0).In the 1st study, 102 L1 & L2 U.S. employees completed one of the two trainings and were assessed on their reaction to and comprehension of the training. For this study, ENG was more effective and preferred by both language groups and this may be due to the workers' English proficiency and the number of channels of communication provided by the training medium. In the 2nd study, 78 L0 Brazilian and Chinese employees completed trainings and were assessed identically to the 1st study. For these participants, Napo training was more effective and preferred by both groups and this was likely because ENG L0 trainees had no channels for processing the information versus Napo's single channel of information. Interestingly, Brazilians in the ENG group outperformed their Chinese counterparts. Conversely, Chinese in the Napo group outperformed Brazilians in the Napo group.Though these findings are somewhat intuitive, they are extremely important for two reasons: 1) there is remarkable dearth of empirical research regarding the effects of the use of lingua franca for safety training. 2) Even though the idea of using lingua franca for training with L0 workers may seem obvious, there are a large number of international companies that use this for their EHS training. The findings from this study may provide a more effective and affordable method for some of these companies’ safety training needs.  相似文献   

3.
This study compared exploration-based training and instruction-based training as methods of acquiring and transferring procedural device knowledge, and examined whether any differences in learning outcomes could be explained by the trainees' use of analogical reasoning from either abstract or concrete representations of devices in memory. The exploration trainees experimented with three analogous simulated devices in order to discover the procedures governing their operations, whereas the instructed trainees followed procedural examples contained in manuals. After a 2-day post-training delay, trainees were exposed to a novel transfer device, which was either analogous or disanalogous to the three training devices. Performance on the novel device, subjects' perceptions of the similarity among devices' functions and subjects' recall (written and behavioural) of the three training devices' operations, all provided data indicating that exploration-based training promoted the use of analogical reasoning in knowledge transfer and facilitated the induction of abstract device representations (schemas). No such claim could be made for instruction-based training. Implications for the future of exploration as a training method and suggestions for future research are discussed.  相似文献   

4.
Several empirical studies have linked negative parenting style (i.e., parental rejection and overprotection) with a higher degree of Smartphone addiction. However, few studies have analyzed the potential protective factors (e.g., virtues) that may prevent addiction and promote effective Smartphone addiction interventions. Therefore, we examined if virtues (i.e., relationship, vitality, and conscientiousness) mediated the association between parenting style and Smartphone addiction among college students. Moreover, we examined whether these relationships were moderated by gender. Chinese college students (N = 742) ages 16–25 years completed the: 1) short-Egna Minnen av Barndoms Uppfostran-Chinese measure of parenting style, 2) 96-item Chinese Virtues Questionnaire, and the 3) Mobile Phone Addiction Index of Smartphone addiction. The results showed that negative parenting style significantly influenced college students' Smartphone addiction. Furthermore, virtues acted as a cognitive mechanism that mediated the association between negative parenting style and Smartphone addiction. Moreover, male virtues may be more sensitive to negative parenting style than female virtues. Relevant suggestions for college administrators, educators, parents, and future researchers are offered.  相似文献   

5.
An empirical analysis was performed to compare the effectiveness of different approaches to training a set of procedural skills to a sample of novice trainees. Sixty-five participants were randomly assigned to one of the following three training groups: (1) learning-by-doing in a 3D desktop virtual environment, (2) learning-by-observing a video (show-and-tell) explanation of the procedures, and (3) trial-and-error. In each group, participants were trained on two car service procedures. Participants were recalled to perform a procedure either 2 or 4 weeks after the training. The results showed that: (1) participants trained through the virtual approach of learning-by-doing performed both procedures significantly better (i.e. p < .05 in terms of errors and time) than people of non-virtual groups, (2) the virtual training group, after a period of non-use, were more effective than non-virtual training (i.e. p < .05) in their ability to recover their skills, (3) after a (simulated) long period from the training—i.e. up to 12 weeks—people who experienced 3D environments consistently performed better than people who received other kinds of training. The results also suggested that independently from the training group, trainees’ visuospatial abilities were a predictor of performance, at least for the complex service procedure, adj R 2 = .460, and that post-training performances of people trained through virtual learning-by-doing are not affected by learning styles. Finally, a strong relationship (p < .001, R 2 = .441) was identified between usability and trust in the use of the virtual training tool—i.e. the more the system was perceived as usable, the more it was perceived as trustable to acquire the competences.  相似文献   

6.
Heuristics can interfere with information processing and hinder decision-making when more systematic processes that might lead to better decisions are ignored. Based on the heuristic-systematic model (HSM) of information processing, a serious training game (called MACBETH) was designed to address and mitigate cognitive biases that interfere with the analysis of evidence and the generation of hypotheses. Two biases are the focus of this paper—fundamental attribution error and confirmation bias. The efficacy of the serious game on knowledge and mitigation of biases was examined using an experiment in which participants (N = 703) either played the MACBETH game or watched an instructional video about the biases. Results demonstrate the game to be more effective than the video at mitigating cognitive biases when explicit training methods are combined with repetitive play. Moreover, explicit instruction within the game provided greater familiarity and knowledge of the biases relative to implicit instruction. Suggestions for game development for purposes of enhancing cognitive processing and bias mitigation based on the MACBETH game design are discussed.  相似文献   

7.
《Ergonomics》2012,55(11):1325-1346
This study investigated whether or not training methods affected the effectiveness of symbol training and if there were any relationships between sign symbol characteristics and training effectiveness. Altogether, 26 Mainland China industrial safety signs were used and 60 participants were randomly assigned into four equal-sized groups of control, paired-associate learning, recall training and recognition training. The result was that participants from all the training groups showed significantly greater improvement in comprehension performance than those in the control group, indicating that the training methods improved comprehension of the meaning of safety signs. Participants from the recall training group performed better in the post-training test than those from other training groups. It seems that the recall task elicited a deeper level of learning than the recognition task and that questioning and feedback had a positive effect on training effectiveness. The results also showed that sign characteristics had no significant influence on training effectiveness. It was concluded that recall training is more effective in enhancing comprehension of industrial safety signs than paired-associate learning or recognition training. The findings of this study provide a basis for useful guidelines for designing symbol-training programmes and for designing more user-friendly safety signs.

Statement of Relevance: The present study shows that recall training was more effective in improving comprehension of industrial safety signs than paired-associate learning or recognition training and cognitive sign features did not influence training effectiveness. They provide a basis for useful guidelines for designing symbol-training programmes and for designing more user-friendly safety signs.  相似文献   

8.
Online teacher education is of growing interest and so is the study of motivation as a key factor in technology-mediated learning environments. This study is based on a pre-service language teacher education programme in Patagonia, a southern Argentinian region with no face-to-face training offers, limited Internet access and a large number of unqualified teachers. Our goal is to broaden the understanding of online teacher education programmes at undergraduate level in contexts where most trainees are practicing teachers and where online education is the only possibility for holding a teaching qualification. We focused on the motivating factors that led 71 trainees to enrol and to remain in this online teacher training course. Through a mixed methods approach, the trainees completed an online survey (n = 71) and participated in a follow-up interview (n = 24). Results showed that obtaining a teaching degree, autonomy, and individual activities were key factors in initial and sustaining motivation. Participants' experiences challenged collaborative learning in an online environment.  相似文献   

9.
Chan AH  Ng AW 《Ergonomics》2010,53(11):1325-1346
This study investigated whether or not training methods affected the effectiveness of symbol training and if there were any relationships between sign symbol characteristics and training effectiveness. Altogether, 26 Mainland China industrial safety signs were used and 60 participants were randomly assigned into four equal-sized groups of control, paired-associate learning, recall training and recognition training. The result was that participants from all the training groups showed significantly greater improvement in comprehension performance than those in the control group, indicating that the training methods improved comprehension of the meaning of safety signs. Participants from the recall training group performed better in the post-training test than those from other training groups. It seems that the recall task elicited a deeper level of learning than the recognition task and that questioning and feedback had a positive effect on training effectiveness. The results also showed that sign characteristics had no significant influence on training effectiveness. It was concluded that recall training is more effective in enhancing comprehension of industrial safety signs than paired-associate learning or recognition training. The findings of this study provide a basis for useful guidelines for designing symbol-training programmes and for designing more user-friendly safety signs. STATEMENT OF RELEVANCE: The present study shows that recall training was more effective in improving comprehension of industrial safety signs than paired-associate learning or recognition training and cognitive sign features did not influence training effectiveness. They provide a basis for useful guidelines for designing symbol-training programmes and for designing more user-friendly safety signs.  相似文献   

10.
A decline in the cognitive ability of mental rotation causes a poor sense of spatial direction and environmental cognitive capacity. Currently, training tasks for the elderly thus affected are still presented in 2D form. However, clinical research indicates that this strategy generates a cognitive load that reduces the interest of the trainees and diminishes the effects of training. In contrast, augmented reality (AR) is a rising solution that effectively reduces cognitive load, improves the sense of spatial direction of the elderly, and helps increase interest in training. We recruited 28 elderly (age ≥ 65 years) for this study. Fourteen were randomly assigned to an active Intervention group and were given AR-based 3D hologram (AR-3DH) mental rotation training, and 14 were assigned to a group that used the traditional 2D model. Both groups took ABA-designed pre-and post-tests that required inferring the rotating shapes' states from standard mental rotation tasks. Change scores for the two groups were compared using error rates and reaction times as covariates. After six-week of training, the mental rotation ability of the Intervention group improved through the use of AR-3DH training system during the intervention phase. The practical and developmental implications of the findings are discussed.  相似文献   

11.
Despite the well-described physiological response to cold, little is known about how to best train persons to perform motor tasks in cold conditions. It is unclear if principles of training specificity would apply to motor skill training when cold because cold exposure reduces tactile sensitivity and cognitive function, which may reduce rather than enhance training efficacy. The purpose of this study is to determine whether training in the cold facilitates performance in the cold. To do this, we investigated the effect of cold or thermoneutral training on performance of the Grooved Pegboard Task. Twenty persons (11M, 9F, mean age 31.2 ± 5.44 years) visited the lab on two separate days and were randomly assigned to either a cold (5M, 5F) or thermoneutral (6M, 4F) training group. On day one, participants were tested at baseline and then performed 20 repetitions of the task according to their respective group assignment. Prior to each task repetition during training, the cold training group immersed their hand in cold water (2 °C) while the thermoneutral group immersed their hand in thermoneutral water (34 °C). Following training, participants were tested once again (immediate retention test). During testing, participants performed the task twice; once after immersing their hands in cold water and once after immersing their hands in thermoneutral water. On day two, delayed retention tests were performed. Time to completion and number of errors were recorded during testing. There were no differences in time to completion at delayed retention tests between thermoneutral and cold-trained groups (p = 0.434). The incidence of errors was significantly less in the cold-trained group than the thermoneutral training group at delayed retention testing (p = 0.035). The main finding of this study was that dexterity but not speed was improved by cold training. Further research is required but the findings presented here suggest that industries that require motor tasks in the cold could benefit from training employees in cold conditions.  相似文献   

12.
Multimodal training involving both visual and auditory information was shown to improve text comprehension and reduce cognitive load. However, it is argued that in spatial tasks visual guidance can impair training effectiveness because it encourages shallow performance strategies and little exploration. Moreover, visual aids are attractive to both trainers as well as trainees, who tend to use them despite their potential disadvantages. To examine this potential training trap, two experimental studies were conducted. In Study 1, each trainer instructed trainees on how to perform a 3-D puzzle in two conditions: vocal guidance (17 trainees), where only vocal instructions were possible, and vocal guidance with mouse pointing (17 trainees), where the trainer could also use a mouse to point out positions on the trainee's screen. The results showed that while the use of the mouse pointer reduced trainees' mental load during training, it also drastically lowered performance level on a non-supervised test. In Study 2, a real-world version of puzzle was trained. A comparison of a vocal guidance group (16 trainees) to a group trained with an additional mouse pointing and drawing option (16 trainees) showed, as well, reduced performance levels with the additional visual aids. The results suggest that the abundant use of multimodal training in Augmented Reality (AR) applications should be re-evaluated.  相似文献   

13.
《Computers & Education》2001,37(1):11-25
The present study compares the relative effects of cognitive style and training method on learners' computer self-efficacy and learning performance by a field experiment. The purpose was to determine which training method could be best utilized in computer-related training while taking trainees' cognitive style into account. The significant two- and three-way interactions indicate the critical roles that personal characteristics and situation factors play as joint determinants of behavior. Gender did significantly moderate the effects of training method on performance and self-efficacy. The cognitive by training method effects were most significant for female participants. This finding suggests that to assist individuals taking IT-related training courses, the contingency effects of gender, cognitive style, training approach, and training objective should be taken into account.  相似文献   

14.
There is increasing interest in quantifying the effectiveness of computer games in non-entertainment domains. We have explored general intelligence improvements for participants using either a commercial-off-the-shelf (COTS) game, a custom do-it-yourself (DIY) training system for a working memory task or an online strategy game to a control group (without training). Forty university level participants were divided into four groups (COTS, DIY, Gaming, Control) and were evaluated three times (pre-intervention, post-intervention, 1-week follow-up) with three weeks of training. In general intelligence tests both cognitive training systems (COTS and DIY groups) failed to produce significant improvements in comparison to a control group or a gaming group. Also neither cognitive training system produced significant improvements over the intervention or follow-up periods.  相似文献   

15.
Immersive virtual environments are increasingly used for medical training and rehearsal. Immersive environments can provide realistic context for team training, where success relies on practiced coordination between individual members. Using immersive virtual environments, medical teams can practice in situations that would otherwise be difficult or expensive to create. It has been shown that individuals perform poorly when the training environment differs significantly from practice 2005. Efforts have been made to close this gap using virtual environments. Interacting in a virtual space requires a robust locomotion paradigm. Locomotion paradigms are methods that allow an individual to move and navigate through virtual environments. Locomotion paradigms should be intuitive to the user, and not distract from the central task of medical training. In this paper, we describe and evaluate four locomotion paradigms, Look & Go, Push & Go, Point & Go, and Grab & Drag, using objective metrics to evaluate navigational efficiency. This study was performed with 98 volunteers predominantly of clinical backgrounds. With the comparison between the performances of game-playing and non-game-playing subjects, we have shown that game-playing experiences do not significantly affect the locomotion performances with the four proposed paradigms. The results of this study suggests the Grab & Drag as the best method among four locomotion paradigms in triage/trauma scenarios, where trainees need to find and help patients scattered in a large area.  相似文献   

16.
This study explores the effects of cognitive ability (information seeking, inference, spatial recognition, attention span, and attention allocation) and cognitive style (active-reflective, sensing-intuitive, visual-verbal, and sequential-global) on task performance of simulated spaceflight emergency operations that require judgment and operation on a Chinese spaceflight instrument board and the possible interaction effect with training experience. The performance criteria included task completion time and number of human errors. It was found that inference ability, spatial recognition ability, and attention span had significant effects on task completion time, while attention allocation ability had significant effect on the number of error. The participants with a sequential cognitive style made significantly fewer errors than those with a global cognitive style. Training experience significantly decreased task completion time. The participants with sequential cognitive style learnt faster than those with global cognitive style in the spaceflight instrument operations. With increasing training experience, the predictive capability of cognitive ability on performance decreased, whereas the predictive capability of the sequential-global cognitive style on performance increased.  相似文献   

17.
Up to 95% of teens and young adults in western societies are online, and research shows striking evidence that users suffering from social fears use the Internet more frequently. Social phobia (SP) is one of the most common anxiety disorders, characterized by early onset and more frequent histories of childhood and adolescent shyness. SP is often untreated because adolescent sufferers hesitate to talk to teachers or attend any face-to-face treatment. Furthermore, teachers and caregivers, responsible for educating these young adults, often lack the clinical-psychological knowledge to help. Therefore, we developed an online training for providing educative knowledge about social skills, social fears and body relaxation methods (including evidence-based cognitive-behavioural therapy (CBT) elements combined with elements from social skills trainings (SST)). Until now, no such online tool was readily available for teachers and caregivers in Europe's German-speaking areas. In addition, the transformation of a well-evaluated (offline) SST with CBT elements into an attractive online form rendered a definite challenge. To assist teachers and caregivers, we developed an online-based self-administered SST with CBT elements especially for adolescents and young adults. The novelty of the project was its development in close cooperation with target groups to ensure usability and acceptance. This multi-stage program for the prevention of social fears and social phobia includes the promotion of social skills moreover cognitive restructuring. Fourteen text- and comic-based sessions (one session per week, each session takes 30–40 min) provide knowledge about social fears and social skills. The effectiveness was evaluated using pre- and post-tests with 61 training participants and 47 control group students. Preliminary results showed promising and significant effects in the intervention group: a decrease of social fears as well as an increase of social skills. These findings suggest that our self-administered online training is effective preventing social fears, and may be considered as an educative tool for teachers and caregivers (providing evidence-based information about social fears, social skills and body relaxation methods).  相似文献   

18.
In organizations, the assessment of mental abilities is a common way to predict learning success. This paper analyses the effect of general mental ability on skill retention and examines the relationship between refresher interventions and general mental ability in terms of skill retention. Two hundred sixty‐six adult participants were trained to perform a complex cognitive skill in a simulated chemical processing plant (Week 1). After 1 week, 158 participants received intermediate computer‐assisted refresher intervention training in which the skill was applied (Week 2; 108 received no intervention). Finally, participants had to recall (perform) the learned skill after 2 weeks (Week 3). Results show that general mental ability alone affects skill retention with small effect sizes and that refresher interventions affect skill retention positively for low and high general mental ability levels. The findings suggest that persons with low and high general mental abilities benefit equally from refresher interventions in order to maintain complex cognitive skills.  相似文献   

19.
Pedagogical agents are frequently used in digital learning environments. On the basis of the computers-as-social-actors paradigm (CASA), learners do not differentiate between the interaction with these characters and any other social interaction. Therefore, the appearance of pedagogical agents is vulnerable to stereotyping mechanisms such as ageism. In addition, research suggests that the activation of stereotypes also depends on the context of accompanying verbal information. In this study, participants were randomly assigned to one cell of a 2 (stereotype of the agent: young vs. old) × 2 (stereotypical priming within the text: young vs. old) between-subjects factorial design in order to examine if stereotypes impact learning processes. In addition to retention and transfer scores, cognitive load and motivational data of learners were collected. Results revealed that transfer performance is only enhanced when agents and texts activate together either old or young stereotypes, whereas retention performance was not affected by the manipulation. In addition, the manipulation did not result in differences in any cognitive or motivational scores. The results can be explained by the coherence principle which postulates that information from different media should be congruent in order to foster process fluency.  相似文献   

20.
There is little theoretical or experimental research on how beginner-level trainees learn CAD skills in formal training sessions. This work presents findings on how trainees develop their skills in utilizing a solid mechanical CAD tool (Pro/Engineer version 2000i2 and later version Wildfire). Exercises at the beginner and intermediate levels were designed so that several variations of a solid object are built by non-experienced trainees as they accumulate training time. In this case, trainees are fourth year mechanical engineering seniors and as such, they were of a similar technical and gender make-up. This assessment was conducted over the duration of training (16-week long semester). The test exercises were used to assess the trainees’ speed and proficiency in the use of CAD by (1) measuring their performance time and (2) feature count (number of features-of-size used to build the test parts). Using performance time data, empirical learning curves are generated. Breaking these curves into declarative and procedural components provides insight into how fast the trainees develop cognitive and motor CAD skills. In order to confirm that this methodology can be extended to other CAD platforms, a follow-up study was performed on a different set of beginner-level trainees with similar make-up while using the same beginner-level parts but with a more recent version of Pro/Engineer: Wildfire. One significant result of this study is that the procedural and declarative components of CAD learning are largely cognitive.  相似文献   

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