56 research outputs found
Cognition can be distributed, extended, enacted, embodied and systemic (but does it matter which?)
© 2019 The British Psychological Society.Final Accepted Versio
Touchy thinking: interactivity improves planning
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
Learning and interactivity in solving a transformation problem
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
Interactivity fosters Bayesian reasoning without instruction
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
'For a good poet's made, as well as born' : the relational ontology of Shakespeare's genius
Folk and scholarly conjectures on the nature of creative genius often focus on intrapsychic processes: The explanations centre on the person, the creator, transcending the more prosaic forces that shape everyday, routine cognition. Focusing on the alleged extraordinary character of a creator deflects attention from the emergent, distributed and relational nature of creativity. A more productive research agenda considers a range of factors, operating at different time scales, that guide and constrain the manufacture of creativity. We argue that a transactional perspective is particularly fruitful for the analysis of the dramatic work of William Shakespeare. Drama is an inherently relational art form created by the writer, the director, actors and audience. Further, Shakespeare's output is a palimpsest of classical texts and writers contemporary to him, and was shaped by practical constraints. Viewing his work as situated in a historical time period and in a dialogue with other voices gives us a fuller account of the ontological locus of his creativity
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