2015
DOI: 10.3758/s13421-015-0504-8
|View full text |Cite
|
Sign up to set email alerts
|

Learning and interactivity in solving a transformation problem

Abstract: 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,… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
13
0
1

Year Published

2015
2015
2019
2019

Publication Types

Select...
5
2
1

Relationship

2
6

Authors

Journals

citations
Cited by 34 publications
(14 citation statements)
references
References 37 publications
0
13
0
1
Order By: Relevance
“…For example, in their study of Tetris playing, Kirsh and Maglio (1994) distinguish between the pragmatic acts involved in moving the pieces to form patterns, and the epistemic actions involved in moving the pieces in an exploratory manner to see whether patterns are available. In a study of the 'wolves and chicken' problem, Guthrie et al (2015) show that the ability to interact with physical objects led to a reduction in 'illegal' moves and a reduction in decision latency (suggesting that participants were more efficient when they could manipulate physical objects than when they verbalised the approach to the problem). Steffensen et al (2015), in a fine-grained analysis of strategy in solving the 17 Animals problem, demonstrate how rearranging the physical artefacts in the task led to serendipitous recognition of the path to a solution.…”
Section: Creativity and Action In Jewellery Makingmentioning
confidence: 99%
“…For example, in their study of Tetris playing, Kirsh and Maglio (1994) distinguish between the pragmatic acts involved in moving the pieces to form patterns, and the epistemic actions involved in moving the pieces in an exploratory manner to see whether patterns are available. In a study of the 'wolves and chicken' problem, Guthrie et al (2015) show that the ability to interact with physical objects led to a reduction in 'illegal' moves and a reduction in decision latency (suggesting that participants were more efficient when they could manipulate physical objects than when they verbalised the approach to the problem). Steffensen et al (2015), in a fine-grained analysis of strategy in solving the 17 Animals problem, demonstrate how rearranging the physical artefacts in the task led to serendipitous recognition of the path to a solution.…”
Section: Creativity and Action In Jewellery Makingmentioning
confidence: 99%
“…This interplay between action and perception in the dynamics between cognitive agents and their environment have in recent years been studied under the rubric of interactivity (Cowley & Nash, 2013;Cowley & Vallée-Tourangeau, 2013;Guthrie, Vallée-Tourangeau, Vallée-Tourangeau, & Howard, 2015;Kirsh, 2015;Steffensen, 2013;Vallée-Tourangeau, 2012Vallée-Tourangeau, Euden, & Hearn, 2011;F. Vallee-Tourangeau & Payton, 2008;G.…”
Section: Introductionmentioning
confidence: 99%
“…Hence, who publishing the IDEAL problem-solving process: (1) Identifying problems; (2) Defining and representing them with precise; (3) Exploring possible strategies; (4) Acting these strategies; (5) looking at the effects. [4] proposed 6 steps: (1) Defining problem; (2) Shaping the nature of problem; (3) Proposing problem-solving project; (4) Practicing project; (5) Evaluating and assessing the plan; (6) Evaluating project. [17] summarized different point of views to construct software development project solution -common model, its implementation steps were: (1) Describing problem (Stating and defining problem); (2) Planning solution project (Confirming and selecting solution problem, and dividing into sub-problem); (3) Designing solution project (Establishing the logics and connection between sub-problems); (4) Translating solution project (Coding project into program script); (5) Testing solution (Examining the correctness of program); (6) Presenting results (Documenting solution project and publishing results).…”
Section: B Problem-solving Processmentioning
confidence: 99%
“…The space including (1) Initial state (Explaining current situation and related factors of problem); (2) Goal state (Illustrating expected goal after solving problem); (3) Intermediate state (Presenting all path and movement sets to solving problem). In the intermediate state, they had to propose the rules and constraints to solving problem, then showed the application of a series of operators/transformation functions, even reached goal state [4]. [5] taked "The Tower of Hanoi puzzle" to explain the information processing.…”
Section: A Information Processing Theorymentioning
confidence: 99%