178,821 research outputs found
Scaffolding Problem-Solving and Instructional Design Processes: Engaging Students in Reflection-in-Action and External Representations in Three Online Courses
Instructional design is an applied field of study that involves considerations for complex problem solving and authentic learning. Instructional guidance and scaffolding is particularly critical in facilitating online instructional design students, thus helping them succeed. In this chapter, the authors share how they designed and facilitated three instructional activities in three courses to scaffold a student-centered learning environment online. Using a case study approach, the authors describe their design considerations and how the instructor made decisions to incorporate external representations as a unique instructional technique into the three courses. Through student self-reporting, the instructor\u27s formative and summative evaluation, and the authors\u27 close review of drafts, the design process resulted in final products that were refined and noticeably improved. The authors conclude the chapter by reiterating the importance of scaffolding the problem-solving process with external representations and provide recommendations for future researchers and practitioners
A MEETING OF MINDS ACROSS THE WORKSPACE: COMMON GROUND IN COLLABORATIVE DESIGN
This thesis reports an exploration of how the use and construction of external
representations through methods of signalling and conversational grounding, support the sharing
of ideas for spatial design tasks and how that support changes as a function of access to a shared
works pace, external representations and memory support. Further aims of the study were to
develop a coding scheme to identify the use of language in establishing and maintaining mutual
understanding between collaborators. Pilot studies identified appropriate tasks relating to visual
problem-solving design tasks for use in the main studies. For the main studies, video recordings
were obtained, coded and time-stamped and analysis of the duration of grounding and activity
codes, as well as concurrent grounding and activity, was carried on the impact of tasks and
constraints on communication. For the first study 36 pairs of participants were used to investigate
collaborative problem-solving and visual access to a shared workspace was varied. For the
second study, 30 pairs of participants were used to investigate how âlearnedâ solutions are
communicated. Again visual access to a shared workspace was varied, together with the
manipulation of the opportunity for communicators to have access to external representations and
memory support. Evidence was obtained to support the principles of âco-operation' and 'least
collaborative effort' in conversation. Differences in the use and construction of external
representations were discussed in terms of compensations, and changes in dyadic interactivity,
made as a function of limitations in the media settings and the purpose of the joint activity. Other
issues emerged relating to perceived communication efficacy as a result of a divided workspace
focus and competition between problem-solving and grounding resources. These findings have
implications for design cognition and communication as well as the technological support offered
to support such activities
Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research
This article presents a cognitively oriented viewpoint on design. It focuses
on cognitive, dynamic aspects of real design, i.e., the actual cognitive
activity implemented by designers during their work on professional design
projects. Rather than conceiving de-signing as problem solving - Simon's
symbolic information processing (SIP) approach - or as a reflective practice or
some other form of situated activity - the situativity (SIT) approach - we
consider that, from a cognitive viewpoint, designing is most appropriately
characterised as a construction of representations. After a critical discussion
of the SIP and SIT approaches to design, we present our view-point. This
presentation concerns the evolving nature of representations regarding levels
of abstraction and degrees of precision, the function of external
representations, and specific qualities of representation in collective design.
Designing is described at three levels: the organisation of the activity, its
strategies, and its design-representation construction activities (different
ways to generate, trans-form, and evaluate representations). Even if we adopt a
"generic design" stance, we claim that design can take different forms
depending on the nature of the artefact, and we propose some candidates for
dimensions that allow a distinction to be made between these forms of design.
We discuss the potential specificity of HCI design, and the lack of cognitive
design research occupied with the quality of design. We close our discussion of
representational structures and activities by an outline of some directions
regarding their functional linkages
Task-Based Ontology for Information Systems
Problem solving method describes the reasoning process and knowledge requirement for accomplishing a given task. There are a number of problems solving methods and other problem solving approaches currently in place. Apparently, these existing approaches demonstrate an excellent work done in the field. Several of these approaches are technology based or driven where the designer/developer has to force fit their design into these technologies. Further, it is not clear as to how such approaches account for external representations in problem solving, epistemological limitations that humans and computers have, and pragmatic constraints associated with real world problems. In this paper we have examined these perspectives and taken them into account for developing Task-Based Problem Solving Adapters (TPSAs). TPSAs developed by us lead toward human centeredness and help us to address the pragmatic task constraints through a range of technologies like neural networks, fuzzy logic, and genetic algorithms. We have also provided an example of applying the TPSAs to develop a working system for assisting sales engineers of an electrical manufacturing firm in monitoring the status of orders in the company
Matching presentational tools' ontology to part-task demands to foster problem-solving in business economics
Slof, B., Erkens, G., & Kirschner, P. A. (2010, July). Matching representational toolsâ ontology to part-task demands to foster problem-solving in business economics. In K. Gomez, L. Lyons, & J. Radinsky (Eds.), Learning in the Disciplines: Proceedings of the 9th International Conference of the Learning Sciences (ICLS 2010) Volume 2 (pp. 16-18). Chicago IL: International Society of the Learning Sciences.Collaborative problem-solving is often regarded as an effective pedagogical method beneficial for both group
and individual learning. The premise underlying this approach is that through a dynamic process of eliciting
oneâs own knowledge, discussing this with peers, and establishing and refining the groupâs shared
understanding of the knowledge domain, students acquire new knowledge and skills and process them more
deeply (e.g., O'Donnell, Hmelo-Silver, & Erkens, 2006). However, due to its complexity (i.e., diversity in
concepts, principles and procedures, see Miller & VanFossen, 2008) students in business economics encounter
difficulties with acquiring a well-developed understanding of the knowledge domain (e.g., Marangos & Alleys,
2007). When solving problems, students, therefore, rely primarily on surface features such as using objects
referred to in the problem instead of the underlying principles of the knowledge domain, and employ weak
problem-solving strategies such as working via a means-ends strategy towards a solution (e.g., Jonassen &
Ionas, 2008). This hinders students in effectively and efficiently coping with their problem-solving task because
the ease with which a problem can be solved often depends on the quality of the available problem
representations (e.g., Ploetzner, Fehse, Kneser, & Spada, 1999). To this end, it would be beneficial if students
are supported in acquiring and applying suitable representations (e.g., Ainsworth, 2006). Research on concept
mapping (Nesbit & Adesope, 2006; Roth & Roychoudhury, 1993) has shown that the collaborative construction
of external representations (i.e., concept maps) can guide studentsâ collaborative cognitive activities and
beneficially affect learning. Due to its ontology (i.e., objects, relations, and rules for combining them, see Van
Bruggen, Boshuizen, & Kirschner, 2003) a representational tool enables students to co-construct a domainspecific
content scheme fostering studentsâ understanding of the knowledge domain in question. Problemsolving
tasks, however, are usually composed of fundamentally different part-tasks (i.e., problem orientation,
problem solution, solution evaluation), that each requires a different perspective on the knowledge domain and,
thus, another representational tool with a different ontology. To be supportive for problem-solving, the ontology
provided in a representational tool must be matched to the part-task demands and activities of a specific problem
phase. Otherwise, effective problem-solving may be hindered (e.g., Van Bruggen et al.).
The goal of the study presented in this paper is to determine whether an instructional design aimed at
providing ontologically part-task congruent support in the representational tools leads to more successful
problem-solving performance in the field of business economics
Both Generic Design and Different Forms of Designing
This paper defends an augmented cognitively oriented "generic-design
hypothesis": There are both significant similarities between the design
activities implemented in different situations and crucial differences between
these and other cognitive activities; yet, characteristics of a design
situation (i.e., related to the designers, the artefact, and other task
variables influencing these two) introduce specificities in the corresponding
design activities and cognitive structures that are used. We thus combine the
generic-design hypothesis with that of different "forms" of designing. In this
paper, outlining a number of directions that need further elaboration, we
propose a series of candidate dimensions underlying such forms of design
Visual cues improve studentsâ understanding of divergence and curl: Evidence from eye movements during reading and problem solving
The coordination of multiple external representations is important for learning, but yet a difficult task for students, requiring instructional support. The subject in this study covers a typical relation in physics between abstract mathematical equations (definitions of divergence and curl) and a visual representation (vector field plot). To support the connection across both representations, two instructions with written explanations, equations, and visual representations (differing only in the presence of visual cues) were designed and their impact on studentsâ performance was tested. We captured studentsâ eye movements while they processed the written instruction and solved subsequent coordination tasks. The results show that students instructed with visual cues (VC students) performed better, responded with higher confidence, experienced less mental effort, and rated the instructional quality better than students instructed without cues. Advanced eye-tracking data analysis methods reveal that cognitive integration processes appear in both groups at the same point in time but they are significantly more pronounced for VC students, reflecting a greater attempt to construct a coherent mental representation during the learning process. Furthermore, visual cues increase the fixation count and total fixation duration on relevant information. During problem solving, the saccadic eye movement pattern of VC students is similar to experts in this domain. The outcomes imply that visual cues can be beneficial in coordination tasks, even for students with high domain knowledge. The study strongly confirms an important multimedia design principle in instruction, that is, that highlighting conceptually relevant information shifts attention to relevant information and thus promotes learning and problem solving. Even more, visual cues can positively influence studentsâ perception of course materials
Design: One, but in different forms
This overview paper defends an augmented cognitively oriented generic-design
hypothesis: there are both significant similarities between the design
activities implemented in different situations and crucial differences between
these and other cognitive activities; yet, characteristics of a design
situation (related to the design process, the designers, and the artefact)
introduce specificities in the corresponding cognitive activities and
structures that are used, and in the resulting designs. We thus augment the
classical generic-design hypothesis with that of different forms of designing.
We review the data available in the cognitive design research literature and
propose a series of candidates underlying such forms of design, outlining a
number of directions requiring further elaboration
Learning interaction patterns using diagrams varying in level and type of interactivity
An experiment was conducted to investigate the differences between learners when using computer based learning environments (CBLEs) that incorporated different levels of interactivity in diagrams. Four CBLEs were created with combinations of the following two interactivity properties: (a) the possibility to rotate the whole diagram (b) the possibility to move individual elements of the diagram in order to apprehend the relationships between them. We present and discuss the qualitative findings from the study in terms of the learnersâ interaction patterns and their relevance for the understanding of performance scores. This supports our previous quantitative analysis showing an interaction between cognitive abilities and interactivity. Based on our findings we reflect on the possibilities to inform CBLEs with relevant information regarding learnersâ cognitive abilities and representational preferences
Internal representations, external representations and ergonomics: towards a theoretical integration
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