19 research outputs found

    Sharing tasks or sharing actions? Evidence from the joint Simon task.

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    In a joint Simon task, a pair of co-acting individuals divide labors of performing a choice-reaction task in such a way that each actor responds to one type of stimuli and ignores the other type that is assigned to the co-actor. It has been suggested that the actors share the mental representation of the joint task and perform the co-actor’s trials as if they were their own. However, it remains unclear exactly which aspects of co-actor’s task-set the actors share in the joint Simon task. The present study addressed this issue by manipulating the proportions of compatible and incompatible trials for one actor (inducer actor) and observing its influences on the performance of the other actor (diagnostic actor) for whom there were always an equal proportion of compatible and incompatible trials. The design of the present study disentangled the effect of trial proportion from the confounding effect of compatibility on the preceding trial. The results showed that the trial proportions for the inducer actor had strong influences on the inducer actor’s own performance, but it had little influence on the diagnostic actor’s performance. Thus, the diagnostic actor did not represent aspects of the inducer actor’s task-set beyond stimuli and responses of the inducer actor. We propose a new account of the effect of preceding compatibility on the joint Simon effect.Action Contro

    Science teachers’ experiences of inquiry-based learning through a serious game:a phenomenographic perspective

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    This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through a serious game. Simaula is a prototype game designed and used as a virtual practicum for eliciting understandings on how in-game inquiry was appeared to, or experienced by, the participating teachers. Group interviews with 20 secondary education science teachers revealed four qualitatively different ways of experiencing inquiry-based learning through Simaula: (a) as uncovering insights about student’s learning needs, interests and emotions; (b) as generating ideas and concepts for meaningful inquiry; (c) as a set of operations for designing and carrying out scientific research; and (d) as authentic inquiry for enabling knowledge building processes. Seven dimensions of variation have been identified viewed as contextual influences on conceptions of in-game inquiry constituting discernment of: epistemic inquiry-based learning modes; role of teacher; role of student; game-play focus; core mechanics focus; feedback and progress mechanics and game uncertainty. The results illuminated a partial in-game inquiry approach with distinct epistemic modes from developing empathy and meaning making to knowledge construction and knowledge building. The findings also indicated that game design elements played central role in shaping conceptions of in-game inquiry from focusing on rules and logic as means to completing the game’s level to understanding the complexity of core mechanics for developing and transferring in-game inquiry to the real classroom. This insinuates that distinct game design properties may be considered in terms of extending intrinsic in-game inquiry experiences to actual in-class inquiry practice
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