Many instructional strategies that appear to improve learners' performance during training may not realize adequate posttest performance or transfer to a job. The converse has been found to be true as well: Instructional strategies that appear to slow the learner's progress during training often lead to better posttraining or transfer performance. For example, many studies have shown beneficial effects of random over blocked practice on transfer of learning, even though blocked practice often leads to better performance during the training session. In a 2 ϫ 3 factorial experiment (N ϭ 120), with the factors practice schedule (random, blocked) and critical thinking prompts (before task, after task, none), this study investigates whether this also applies to complex judgment tasks and whether critical thinking prompts can enhance the effectiveness of particular practice schedules. It is hypothesized that prompts provided after task execution yield best transfer in a random practice schedule, whereas prompts provided before task execution yield best transfer in a blocked schedule. In line with this hypothesis, a blocked schedule led to better performance than random practice during training but not on the transfer test, where a random schedule was beneficial. The hypothesized interaction effect was also found: Critical thinking prompts after task execution significantly benefit transfer performance of participants following a random schedule, and transfer performance following a blocked schedule can be a little enhanced through providing critical thinking prompts before task execution. These results warrant instruction in critical thinking processes to teach complex judgment tasks, using random practice schedules combined with critical thinking prompts provided after task execution.
The effects of practice schedule on learning a complex judgment task were investigated. In Experiment 1, participants' judgment accuracy on a retention test was higher after a random practice schedule than after a blocked schedule or operational schedule. Experiment 2 demonstrated that judgment on a transfer test was also better after a random practice schedule than after a blocked schedule. Both experiments failed to show any effects of practice schedule on performance during learning. These findings show that benefits of random practice for retention and transfer apply to learning a complex judgment task, and may be achieved without performance degradation during practice.
PrecisExplicit instruction in critical thinking processes such as story building, self-explanation and reflection can benefit training and transfer of military tactical decision-making for relative novice military decision makers.Objective: Two field studies assessed the effects of critical thinking instruction on training and transfer of a complex decision-making skill.Background: Critical thinking instruction is based on studies of how experienced decision makers approach complex problems.Methods: Participants conducted scenario-based exercises in both simplified (Study 1) and high fidelity (Study 2) training environments. In both studies, half of the participants received instruction in critical thinking. The other half conducted the same exercises, but without critical thinking instruction. After the training, test scenarios were administered to both groups. Results:The first study showed that critical thinking instruction enhanced decision outcomes, both during training and the test. In the second study, critical thinking instruction Critical Thinking Instruction 2 benefited both decision outcomes and processes, specifically on the transfer to untrained problems. Conclusion:The results suggest that critical thinking instruction improves decision strategy and enhances understanding of the general principles of the domain. Application:The results of this study warrant the implementation of critical thinking instruction in training programs for professional decision makers that have to operate in complex and highly interactive, dynamic environments.Correspondence should be addressed to Anne
Reflection is a fuzzy concept. In this article we reveal the paradoxes involved in studying the nature of reflection. Whereas some scholars emphasize its discursive nature, we go further and underline its resemblance to the self-biased dialogue Socrates had with the slave in Plato’s Meno. The individual and internal nature of the reflection process creates difficulty for studying it validly and reliably. We focus on methodological issues and use Hans Linschoten’s view of coupled systems to identify, analyze, and interpret empirical research on reflection. We argue that researchers and research participants can take on roles in several possible system couplings. Depending on who controls the manipulation of the stimulus, who controls the measuring instrument, who interprets the measurement and the response, different types of research questions can be answered. We conclude that reflection may be validly studied by combining different couplings of experimenter, manipulation, stimulus, participant, measurement, and response.
Aim. The objective of this study was to collect evidence of transfer-of-training to professional performance provided by two stand-alone PC-based flight games. Background. These realistic games, Falcon 4.0 (F-16 specific) and Microsoft Flight Simulator (civil aircraft), are designed for entertainment purposes, lacking any purposeful or explicit instructional support. Method. This quasi-experimental study used three pre-existing groups of gamers (n = 37; Falcon 4.0 gamers, Microsoft Flight Simulator gamers and control group: gamers without flight game experience) that performed three typical F-16 flight tasks in a high-fidelity fixed-base flight simulator. Results. The Falcon 4.0 gamers performed substantially better on almost all tasks compared to the control group, and to a lesser degree to Microsoft Flight Simulator gamers. The Falcon 4.0 group showed near- and far-transfer on almost all flight performance measures: the game had prepared them for the generic and specific military aspects of the test flight tasks. Performance of the Microsoft Flight Simulator gamers indicated only far-transfer, i.e., transfer of more generic flight skills from the game to the test flight tasks. Conclusion. Both near- and far-transfer of job related competences may occur by playing realistic entertainment games.
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