94 research outputs found

    Touchy thinking: interactivity improves planning

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    The effects of interactivity and ego depletion on planning were investigated using a sequential-task paradigm. Participants completed a 16-part trip-planning task in either a high-interactivity condition—where cards corresponding to events could be moved—or low-interactivity condition—during which moves were dictated to the experimenter and participants kept their hands down. Before that, half of the participants undertook an ego-depletion task. Planning performance was significantly better in the high than in the low-interactivity conditions; the main effect of ego depletion was never significant. These results suggest that interactivity augments working memory resources

    Cognition can be distributed, extended, enacted, embodied and systemic (but does it matter which?)

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    © 2019 The British Psychological Society.Final Accepted Versio

    Learning and interactivity in solving a transformation problem

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    Outside the psychologist's laboratory, thinking proceeds on the basis of a great deal of interaction with artefacts that are recruited to augment problem-solving skills. The role of interactivity in problem solving was investigated using a river-crossing problem. In Experiment 1A, participants completed the same problem twice, once in a low interactivity condition, and once in a high interactivity condition (with order counterbalanced across participants). Learning, as gauged in terms of latency to completion, was much more pronounced when the high interactivity condition was experienced second. When participants first completed the task in the high interactivity condition, transfer to the low interactivity condition during the second attempt was limited; Experiment 1B replicated this pattern of results. Participants thus showed greater facility to transfer their experience of completing the problem from a low to a high interactivity condition. Experiment 2 was designed to determine the amount of learning in a low and high interactivity condition; in this experiment participants completed the problem twice, but level of interactivity was manipulated between subjects. Learning was evident in both the low and high interactivity groups, but latency per move was significantly faster in the high interactivity group, in both presentations. So-called problem isomorphs instantiated in different task ecologies draw upon different skills and abilities; a distributed cognition analysis may provide a fruitful perspective on learning and transfer

    Insight, materiality and interactivity

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    The popular iconography of insight casts a thinker as he or she uncoils from a Rodin pose and a bulb that lights a world hitherto hidden. By and large, these features of folk mythology capture and guide how psychologists conduct research on insight: Mental processes — some of which may be unconscious — transform an inceptive abstract representation of the world until it prescribes a fruitful solution to a problem. Yet thinking and problem solving outside the laboratory involve interacting with external resources, and through this interactivity with a material world, solutions are distilled. Still, laboratory work on problem solving pays scant and largely indifferent attention to interactivity: Sometimes problems are presented as riddles or static graphical or diagrammatic images, or sometimes they are accompanied by artefacts that can be manipulated (and sometimes interactivity is possible for some problems but not others within a set of problems over which performance is indiscriminately amalgamated). The research methodology — and indifference to the central role of interactivity in thinking — follows from a deep-seated commitment to mentalism and methodological individualism. However, a thinker is an embodied creature embedded in a physical world: The materiality of external resources and artefacts through which problems manifest themselves inevitably determines a set of action affordances. From a systemic perspective, thinking is traceable along a contingent spatio-temporal itinerary wrought by interactivity and evidenced by changes in the world.</jats:p

    Diagrams, jars, and matchsticks : a systemicist's toolkit

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    Participants in cognitive psychology experiments on reasoning and problem solving are commonly sequestered: Efforts are made to impoverish the physical context in which the problem is presented, decoupling people from the richer and modifiable environment that naturally instantiates it outside the lab. Sense-making activities are constrained, but this conforms to the strong internalist and individualist commitments implicit to these research efforts: Cognition reflects internal computations and the scientists’ toils must focus on the individual and what she is thinking, decoupled from the world. We contrast this position with one that identifies cognition as the product of a cognitive system that is configured and enacted by, minimally, an agent and the world in which she is embedded. We review work on the psychology of hypothesis testing and problem solving and argue that refocusing research efforts on the dynamic agent-environment couplings that generate cognitive products — such as a problem representation, a hypothesis or a problem solution — offers a much richer set of methodological opportunities to unveil how people actually think outside the cognitive psychologist’s laboratory. We conclude by exploring the ontological implications of a systemic perspective on cognition.</jats:p

    Insight

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    Interactivity fosters Bayesian reasoning without instruction

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    Successful statistical reasoning emerges from a dynamic system including: a cognitive agent, material artifacts with their actions possibilities, and the thoughts and actions that are realized while reasoning takes place. Five experiments provide evidence that enabling the physical manipulation of the problem information (through the use of playing cards) substantially improves statistical reasoning, without training or instruction, not only with natural frequency statements (Experiment 1) but also with single-event probability statements (Experiment 2). Improved statistical reasoning was not simply a matter of making all sets and subsets explicit in the pack of cards (Experiment 3), it was not merely due to the discrete and countable layout resulting from the cards manipulation, and it was not mediated by participants' level of engagement with the task (Experiment 5). The positive effect of an increased manipulability of the problem information on participants' reasoning performance was generalizable both over problems whose numeric properties did not map perfectly onto the cards and over different types of cards (Experiment 4). A systematic analysis of participants' behaviors revealed that manipulating cards improved performance when reasoners spent more time actively changing the presentation layout "in the world" as opposed to when they spent more time passively pointing at cards, seemingly attempting to solve the problem "in their head." Although they often go unnoticed, the action possibilities of the material artifacts available and the actions that are realized on those artifacts are constitutive of successful statistical reasoning, even in adults who have ostensibly reached cognitive maturity
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