6 research outputs found

    The effect of time constraint on anticipation, decision making, and option generation in complex and dynamic environments

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    Researchers interested in performance in complex and dynamic situations have focused on how individuals predict their opponent(s) potential courses of action (i.e., during assessment) and generate potential options about how to respond (i.e., during intervention). When generating predictive options, previous research supports the use of cognitive mechanisms that are consistent with long-term working memory (LTWM) theory (Ericsson and Kintsch in Phychol Rev 102(2):211–245, 1995; Ward et al. in J Cogn Eng Decis Mak 7:231–254, 2013). However, when generating options about how to respond, the extant research supports the use of the take-the-first (TTF) heuristic (Johnson and Raab in Organ Behav Hum Decis Process 91:215–229, 2003). While these models provide possible explanations about how options are generated in situ, often under time pressure, few researchers have tested the claims of these models experimentally by explicitly manipulating time pressure. The current research investigates the effect of time constraint on option-generation behavior during the assessment and intervention phases of decision making by employing a modified version of an established option-generation task in soccer. The results provide additional support for the use of LTWM mechanisms during assessment across both time conditions. During the intervention phase, option-generation behavior appeared consistent with TTF, but only in the non-time-constrained condition. Counter to our expectations, the implementation of time constraint resulted in a shift toward the use of LTWM-type mechanisms during the intervention phase. Modifications to the cognitive-process level descriptions of decision making during intervention are proposed, and implications for training during both phases of decision making are discussed

    Efeitos da oclusão temporal na geração de opções na tomada de decisão de atletas e não atletas de voleibol

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    Objetiva-se investigar o efeito da oclusão temporal na quantidade de opções geradas no momento da tomada de decisão (TD) de atletas e não atletas de voleibol. Participaram 46 voluntários, sendo 23 atletas e 23 não atletas. Para análise da quantidade de opções geradas no momento da TD, utilizou-se o Teste de Conhecimento Tático Declarativo no Voleibol (TCTD:Vb) realizado em duas situações: com e sem oclusão temporal. Quando comparados os dois grupos na situação com oclusão, observa-se que os atletas geraram mais opções do que os não atletas. Quando comparadas as duas situações, geraram-se mais opções na situação sem oclusão do que na com oclusão nos dois grupos. Conclui-se que a quantidade de opções geradas depende das estratégias utilizadas para a resolução de uma ação e do tempo disponível para visualizar determinada situação de jogo

    Generating Alternative Solutions when Depression is the Problem

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    Generating alternative solutions for problem situations is a key component of effective problem solving. This process is used to generate a variety of potential options for managing a problem, from which the most effective approach or combination of approaches can be selected for implementation. Impaired alternatives generation provides fewer options from which to select a response, reducing the likelihood that a highly effective approach will be available for implementation, potentially leaving problems unresolved, generating additional problems, and fostering a sense of hopelessness and depression. Depression has been found to impair problem solving further by reducing engagement in the problem solving process, subsequently creating a self-reinforcing cycle of distress. Seeking ways to interrupt this cycle, researchers have investigated generating alternatives for problem situations that may be contributing to depression, then using those alternatives to effectively resolve the contributing stressor. However, use of depression as the problem situation for generating alternatives is absent in the literature. The purpose of the current study was to examine the process of generating solutions using depression as the contributing problem. A systematic literature review was conducted. Based on the literature, two avenues of investigation were explored: whether generating alternatives for depression would be related to the same variables as other problem situations; whether gender effects or problem labeling would influence alternatives generation. A total of 578 undergraduate university students recruited from a psychology participant pool completed the study. Participants completed vignette-based measures of alternatives generation, questions about familiarity and self-efficacy related to situations in the vignettes, verbal fluency and ideation fluency measures, and self-report measures of depression and problem orientation. Results of correlation analyses indicated a moderate positive relationship between alternative generation measures and ideation fluency and weak positive relationships with measures of verbal fluency. Group comparisons identified a statistically significant three-way interaction effect between vignette situation, problem labeling, and vignette protagonist gender on total alternatives generated. Statistically significant two-way interactions between vignette situation and participant gender were found for both total alternatives generated and quantity of good alternatives generated. Results were interpreted in the context of problem-solving literature and recommendations for future research were presented

    Assessing Decision Making Skill in Complex and Dynamic Environments Using Representative and Simulated Tasks

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    Traditional decision making research has often focused on one\u27s ability to choose from a set of prefixed options, ignoring the process by which decision makers generate courses of action (i.e., options) in-situ (Klein, 1993). In complex and dynamic domains, this option generation process is particularly critical to understanding how successful decisions are made (Zsambok & Klein, 1997). When generating response options for oneself to pursue (i.e., during the intervention-phase of decision making) previous research has supported quick and intuitive heuristics, such as the Take-The-First heuristic (TTF; Johnson & Raab, 2003). When generating predictive options for others in the environment (i.e., during the assessment-phase of decision making), previous research has supported the situational-model-building process described by Long Term Working Memory theory (LTWM; see Ward, Ericsson, & Williams, 2013). In the first three experiments, the claims of TTF and LTWM are tested during assessment- and intervention-phase tasks in soccer. To test what other environmental constraints may dictate the use of these cognitive mechanisms, the claims of these models are also tested in the presence and absence of time pressure. In addition to understanding the option generation process, it is important that researchers in complex and dynamic domains also develop tools that can be used by `real-world\u27 professionals. For this reason, three more experiments were conducted to evaluate the effectiveness of a new online assessment of perceptual-cognitive skill in soccer. This test differentiated between skill groups and predicted performance on a previously established test and predicted option generation behavior. The test also outperformed domain-general cognitive tests, but not a domain-specific knowledge test when predicting skill group membership. Implications for theory and training, and future directions for the development of applied tools are discussed

    The assessment of perceptual-cognitive and decision-making abilities for the prediction of talent in Australian rules football

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    Talent identification (TID) is a vital component within the recruitment process for all sporting bodies and organisations. Given the considerable influence it may have on the success of a team, substantial resources are invested in identifying young athletes with the most potential for the development of expertise. Successful performance in team sports requires an athlete to have a unique combination of physical, technical and tactical skills. Such a combination allows athletes to compensate for different areas of weaknesses in the dynamic nature of game play. However, traditional TID does not allow athletes to showcase this multi-factorial element, but instead utilises mono-dimensional approaches, such as testing only physical fitness. Thus, forecasting longitudinal performance based upon one element of effective play (e.g. physical), fails to provide sufficient information for selectors to make informed decisions and leads to biased identification. In addition, TID uses a subjective assessment for the tactical decision-making performance, whereby recruiters watch game footage to determine a player’s decision-making ability based on their own perspectives and experiences. This type of assessment is problematic as it leaves assessments open to conscious or below conscious biases, due to conflicting opinions of what constitutes good play. The purpose of the current Doctoral study was to address the current limitations in talent identification practices and explore accessible additions to the current battery of tests, with an emphasis on decision-making. This thesis examines the tactical decision-making skill requirements within Australian Rules (AR) football to identify underlying mechanisms of elite decision-making. To achieve this, we measured eye-movement behaviour and related verbal explanations for decisions. The research presented in this thesis is divided into three studies. The first study (Chapter 2) explores perceptual-cognitive and decision-making skills in elite senior AR football players. This is followed by a longitudinal study (Chapter 3) which examines perceptual-cognitive and decision-making skill for elite junior AR football players across an eighteen-month time period. These studies form the foundation for the proposed testing items in study three which is a proof of concept, outlining a protocol design that quantifies perceptual-cognitive and decision-making skill in a manner not used in current AR football TID testing programs. The research findings contribute an important body of research to the study of TID by providing a conceptually translatable means through which the development of an objective protocol design approach can be undertaken in the future, thus ensuring that objective measurements of all determinants of game play are assessed and in turn creating a more comprehensive TID procedure
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