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1.
The use of computer graphics for problem solving was investigated during use by individual learners and by distant pairs collaborating by interaction through the screen. In both investigations learners had to correct computer graphics representing population models, either by graphical manipulation or by written explanation. In both situations positive effects of manipulable graphics on problem solving performance were found. However, a detailed analysis of the interaction processes in the collaborative situation showed that, comparing both experimental conditions, static graphics led to a higher proportion of correct content‐related statements and explanations of system relations. No differences were observed between both conditions on the participation structure within the learning dyads. The results suggest that for the effective use of graphics in computer‐supported collaborative learning, structural support devices that encourage adequate processing and focus learners on the problem solving process seem to be necessary.  相似文献   

2.
Using the instructional computer simulation “Hunger in the Sahel”, two experiments were conducted concerning the moderating effect of domain knowledge on the correlation of intelligence and problem solving. Experiment 1 with N=200 students implemented a between-subjects design, Experiment 2 with N=28 young adults a within-subjects design with 10 repeated measures on problem solving. The results correspond to the Elshout–Raaheim hypothesis: With low domain knowledge, the correlation is low; with increasing knowledge, the correlation increases; with further increasing knowledge, the correlation decreases; finally, when the problem has become a simple task, the correlation is again low. The results are of practical and theoretical relevance for designing simulation-based learning environments and simulation-based tests for measuring intelligence and problem-solving ability.  相似文献   

3.
This paper presents the results obtained with the implementation of a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students. Three MSGs were developed and played by teams of four students in order to solve problems collaboratively. A quasi-experimental design was used. The data shows that the experimental group achieved a higher perception of their own collaboration skills and a higher score in the plan execution dimension of the problem solving cycle than did the non-equivalent control group, revealing that MSG-based learning activities may contribute to such learning improvements. This challenges future research to identify under which conditions learning activities based on mobile serious games can promote the development of higher order skills.  相似文献   

4.
Abstract  The 'diseases oriented' approach to teaching medicine was used as a basis for computer presented problems to first and second year clinical students. Performance on one of the problems was analysed retrospectively to compare students who had attended innovatory Problem Based Learning (PBL) tutorials with those who experienced only the computer presentations. Results suggest that after such tutorial experience, students reached diagnoses quicker, displayed less rigid history taking, and were more responsive to the information they gathered.  相似文献   

5.
Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed the feedback and problem solving behaviors of 117 students in a simulation game, designed to assist them to learn computational problem solving. It was found that students when learning computational problem solving with the game were more likely to perceive a flow learning experience than in traditional lectures. The students’ intrinsic motivation was also enhanced when they learned with the simulation game. In particular, the results of the study found a close association between the students’ learning experience states and their problem solving strategies. The students who perceived a flow experience state frequently applied trial-and-error, learning-by-example, and analytical reasoning strategies to learn the computational problem solving skills. However, a certain portion of students who experienced states of boredom and anxiety did not demonstrate in-depth problem solving strategies. For instance, the students who felt anxious in the simulation game did not apply the learning-by-example strategy as frequently as those in the flow state. In addition, the students who felt bored in the simulation game only learned to solve the problem at a superficial level.  相似文献   

6.
Problem-based learning (PBL) is an instructional approach that is organized around the investigation and resolution of problems. Problems are neither uniform nor similar. 11 and 12 in his design theory of problem solving has categorized problems into two broad types – well-structured and ill-structured. He has also described a host of mediating skills that impact problem solving outcomes. The thrust of this paper rests in the argument that the basis of these mediating skills is information search literacy and particularly, in view of the utility of the Internet as an informational repository, effective information searching skills. This study was an investigation of how different Internet information seeking strategies can be used to engage in problem solving. A conceptual framework that explains how different Internet information searching strategies can be employed in successfully solving well and ill-structured problems was devised and empirically tested. The research site was a newly established polytechnic in Singapore that employs problem-based learning to support its curricular implementation. The sample population of students came from a class of 25 first-year students. The research findings of this study inform that information searching skills indeed play an important role in problem solving. The findings affirm the need for students to be systematically instructed in the skills of information searching to be able to accomplish problem solving. The information searching necessary for solving well-structured problems is constrained and readily manageable. Thus, students only have to be acquainted with fundamental information searching skills to solve well-structured problems. On the other hand, the information needs of ill-structured problems are usually complex, multi-disciplinary and expansive. Hence, students have to be trained to apply a more advanced set of information searching skills in resolving ill-structured problems.  相似文献   

7.
Abstract  In this study, constraint-based argumentation scaffolding was proposed to facilitate online argumentation performance and ill-structured problem solving during online discussions. In addition, epistemological beliefs were presumed to play a role in solving ill-structured diagnosis–solution problems. Constraint-based discussion boards were implemented to scaffold pre-service teachers' online discussions about behaviour management (diagnosis–solution) problems. The scaffolded discussion group generated more evidence notes and also generated more hypothesis messages and hypothesis testing messages as well as problem space construction messages. There was a relationship between epistemological beliefs and ill-structured problem solving. Simple knowledge, omniscient authority, and fixed ability significantly predicted problem-solving performance. A significant negative relationship between simple knowledge and individual problem-solving performance was found. This implies that individuals who believe in simple knowledge may be less inclined to explore more solution alternatives. However, contrary to prediction, omniscient authority and fixed ability beliefs were positively associated with problem-solving processes.  相似文献   

8.
9.
The first part of this article will review the status of technology and educational reform; the second will treat traditional approaches to problem-solving measurement common today in technological settings; and the third will propose how problem-solving assessment may change and, in particular, the role that authoring strategies may play in measuring problem-solving performance successfully in computer environments. We will suggest four areas that must be considered in which computers would increase the fidelity and validity of measures of complex problem solving: (1) the intentions and skills of assessment designers; (2) the range of performance that counts as problem solving; (3) the ways in which validity evidence can be sought; and (4) the degree to which the measurement produces results that generalize across tasks and contexts.  相似文献   

10.
The human benchmarking approach attempts to assess problem solving in expert systems by measuring their performance against a range of human problem-solving performances. We established a correspondence between functions of the expert system GATES and human problem-solving skills required to perform a scheduling task. We then developed process and outcome measures and gave them to people of different assumed problem-solving ability. The problem-solving ability or “intelligence” of this expert system is extremely high in the narrow domain of scheduling planes to airport gates as indicated by its superior performance compared to that of undergraduates, graduate students and expert human schedulers (i.e. air traffic controllers). In general, the study supports the feasibility of using human benchmarking methodology to evaluate the problem-solving ability of a specific expert system.  相似文献   

11.
A semantic diagram tool is proposed in this study in order to structure collaborative problem solving (CPS) based on cognitive load theory (CLT). To investigate its effects on transaction cost and the deepening of user understandings, a comparative quasi‐experiment was designed and conducted with 49 participants from a university in East China. Analysis of group dialogic acts and self‐reported cognitive load showed that a semantic diagram tool can decrease transaction costs during CPS. It can thereby help collaborators invest less effort into those procedural conversations that are necessary for managing social interaction but which do not directly contribute to deepening collaborative learning in the task domain. Data analysis of pretested and posttested domain understanding suggested that learners achieved a greater depth of understanding after CPS supported by the semantic diagram tool. These findings are interpreted in terms of CLT. A semantic diagram tool can release the learner's limited working memory from procedural conversation, creating more working memory capacity for deepening problem understanding. Therefore, this study demonstrates one means whereby a semantic diagram tool functions as a promising technological support to structure CPS.  相似文献   

12.
This study examined tenth-grade students’ (n = 263) problem solving ability (PSA) online through assessing students’ domain-specific knowledge (DSK) and reasoning skills (RS) in Earth sciences as well as their attitudes toward (AT) Earth sciences related topics in a secondary school of Taiwan. The students’ PSA was evaluated based on a previous model (Chang, C. Y. (2004, November 26–27). Trends in assessing student earth science problem solving ability: the importance of domain-specific knowledge and reasoning skills in earth sciences. Paper presented at the Seoul Conference for International Earth Science Olympiad (IESO), Seoul, Korea; Chang, C. Y., & Barufaldi, J. P. (submitted). Does problem solving = prior knowledge + reasoning skills in science? An exploratory study. Journal of Experimental Education; Chang, C. Y., & Weng, Y. H. (2002). An exploratory study on students’ problem-solving ability in earth science. International Journal of Science Education, 24(5), 441–452) which empirically established that students’ PSA is a composite of DSK, RS and AT subscales. Major findings are as follows: (a) The correlation coefficient among students’ DSK, RS and AT was relatively small, indicating that these subscales might have successfully represented different constructs of students’ PSA; (b) a significantly positive correlation existed between students’ PSA total scores and each subscale. It is, therefore, suggested that students’ PSA may be potentially assessed online by measuring their essential components in the area of Earth sciences.  相似文献   

13.
This study examines the role of online data as indicators of the cognitive processes involved in problem solving in a technology-rich environment. More specifically, we analyze the relationship between response time, logged action count and task outcomes in a sample of over 23,000 adults from 16 countries who participated in the Problem solving in technology-rich environments (PS-TRE) assessment as part of the Program for the International Assessment of Adult Competencies (PIAAC) survey. Based on a selection of tasks used in the PS-TRE assessment, the results show that while time on task may have a heterogeneous effect on a population level depending on task difficulty, action count is positively linked to task accuracy. The data also reveals a surprisingly varied and task-specific relationship between those variables.  相似文献   

14.
Abstract When computer programs are designed to elicit problem solving skills by the user, this basic premise should be tested in an objective manner. The Health and Fitness Assessment program was evaluated as an interactive program with a substantial emphasis on the problem solving process. A method of analysis known as protocol analysis was used to demonstrate that 72% of the interpretive statements made by users verified the use of higher level mental functions to interact with the computer. Other evaluative data aided in improving the design of the program.  相似文献   

15.
This paper describes how sociotechnological systems comprising human and technological agents can be considered problem solving systems. Problem solving systems typically comprise many agents, each characterized by at least partial autonomy. A challenge for problem solving systems is to coordinate system agent operations during problem solving. This paper explores how competence models of human–human and animal–animal coordination might be used to inform the design of problem solving systems so that the potential for agent coordination is enhanced. System design principles are identified based on a review of competent coordination in human groups, such as work and sport teams, and animal groups, such wolf packs and bee colonies. These principles are then discussed in relation to agent coordination in the domains of E-Science, future combat systems, and medicine, which typify real-world environments comprising problem solving systems.  相似文献   

16.
Two experimental studies test the effect of group mirrors upon quantitative and qualitative aspects of participation in collaborative problem solving. Mirroring tools consist of a graphical representation of the group’s actions which is dynamically updated and displayed to the collaborators. In addition, metacognitive tools display a standard for desirable behavior. Results show that a mirroring tool did not substantively affect the behavior of subjects while a metacognitive tool led to increased participation in dialogue, including more frequent and precise planning.  相似文献   

17.
With the expanding availability and capability of varied technologies, classroom-based problem solving has become an increasingly attainable, yet still elusive, goal. Evidence of technology-enhanced problem-solving teaching and learning in schools has been scarce, understanding how to support students’ problem solving in classroom-based, technology-enhanced learning environments has been limited, and coherent frameworks to guide implementation have been slow to emerge. Whereas researchers have examined the use and impact of scaffolds in mathematics, science, and reading, comparatively little research has focused on scaffolding learning in real-world, everyday classroom settings. Web-based systems have been developed to support problem solving, but implementations suggest variable enactment and inconsistent impact. The purpose of this article is to identify critical issues in scaffolding students’ technology-enhanced problem solving in everyday classrooms. First, we examine two key constructs (problem solving and scaffolding) and propose a framework that includes essential dimensions to be considered when teachers scaffold student problem solving in technology-rich classes. We then investigate issues related to peer-, teacher-, and technology-enhanced scaffolds, and conclude by examining implications for research.  相似文献   

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19.
We report an empirical study where we investigated the effects, on the collaborative outcomes and processes, of a cognition-related awareness tool providing learners with cues about their peer’s level of prior knowledge. Sixty-four university students participated in a remote computer-mediated dyadic learning scenario. Co-learners were provided (or not) with a visual representation of their peer’s level of prior knowledge through what we refer to as a knowledge awareness tool (KAT). The results show that, providing co-learners with objective cues about the level of their peer’s prior knowledge positively impacts learning outcomes. In addition, this effect seems to be mediated by the fact that co-learners provided with these objective cues become more accurate in estimating their partner’s knowledge - accuracy that predicts higher outcomes. Analyses on the process level of the verbal interactions indicate that the KAT seems to sensitize co-learners to the fragile nature of their partner’s as well as their own prior knowledge. The beneficial effect of the KAT seems to mainly rely on this induction of epistemic uncertainty that implicitly triggers compensation socio-cognitive strategies; strategies that appear to be beneficial to the learning process.  相似文献   

20.
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