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How do Task Characteristics Affect Learning and Performance? The Roles of Variably Mapped and Dynamic Tasks

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Journal of Experimental Psychology: Learning, Memory, and Cognition
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For well over a century, scientists have investigated individual differences in performance. The majority of studies have focused on either differences in practice, or differences in cognitive resources. However, the predictive ability of either practice or cognitive resources varies considerably across tasks. We are the first to examine task characteristics' impact on learning and performance in a complex task while controlling for other task characteristics. In 2 experiments we test key theoretical task characteristic thought to moderate the relationship between practice, cognitive resources, and performance. We devised a task where each of several key task characteristics can be manipulated independently. Participants played 5 rounds of a game similar to the popular tower defense videogame Plants vs. Zombies where both cognitive load and game characteristics were manipulated. In Experiment 1, participants either played a consistently mapped version-the stimuli and the associated meaning of their properties were constant across the 5 rounds-or played a variably mapped version-the stimuli and the associated meaning of their properties changed every few minutes. In Experiment 2, participants either played a static version-that is, turn taking with no time pressure-or played a dynamic version-that is, the stimuli moved regardless of participants' response rates. In Experiment 1, participants' accuracy and efficiency were substantially hindered in the variably mapped conditions. In Experiment 2, learning and performance accuracy were hindered in the dynamic conditions, especially when under cognitive load. Our results suggest that task characteristics impact the relative importance of cognitive resources and practice on predicting learning and performance. (PsycINFO Database Record
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Journal of Experimental Psychology:
Learning, Memory, and Cognition
How do Task Characteristics Affect Learning and
Performance? The Roles of Variably Mapped and
Dynamic Tasks
Brooke N. Macnamara and David J. Frank
Online First Publication, April 2, 2018. http://dx.doi.org/10.1037/xlm0000487
CITATION
Macnamara, B. N., & Frank, D. J. (2018, April 2). How do Task Characteristics Affect Learning and
Performance? The Roles of Variably Mapped and Dynamic Tasks. Journal of Experimental
Psychology: Learning, Memory, and Cognition. Advance online publication.
http://dx.doi.org/10.1037/xlm0000487
How do Task Characteristics Affect Learning and Performance? The Roles
of Variably Mapped and Dynamic Tasks
Brooke N. Macnamara and David J. Frank
Case Western Reserve University
For well over a century, scientists have investigated individual differences in performance. The majority
of studies have focused on either differences in practice, or differences in cognitive resources. However,
the predictive ability of either practice or cognitive resources varies considerably across tasks. We are the
first to examine task characteristics’ impact on learning and performance in a complex task while
controlling for other task characteristics. In 2 experiments we test key theoretical task characteristic
thought to moderate the relationship between practice, cognitive resources, and performance. We devised
a task where each of several key task characteristics can be manipulated independently. Participants
played 5 rounds of a game similar to the popular tower defense videogame Plants vs. Zombies where both
cognitive load and game characteristics were manipulated. In Experiment 1, participants either played a
consistently mapped version—the stimuli and the associated meaning of their properties were constant
across the 5 rounds— or played a variably mapped version—the stimuli and the associated meaning of
their properties changed every few minutes. In Experiment 2, participants either played a static
version—that is, turn taking with no time pressure— or played a dynamic version—that is, the stimuli
moved regardless of participants’ response rates. In Experiment 1, participants’ accuracy and efficiency
were substantially hindered in the variably mapped conditions. In Experiment 2, learning and perfor-
mance accuracy were hindered in the dynamic conditions, especially when under cognitive load. Our
results suggest that task characteristics impact the relative importance of cognitive resources and practice
on predicting learning and performance.
Keywords: task characteristics, learning, skill acquisition, practice, expertise
Supplemental materials: http://dx.doi.org/10.1037/xlm0000487.supp
Why do some people perform better than others when complet-
ing the same real-world task? Your answer to this question likely
reflects your theoretical background. For example, psychologist
who label themselves “expertise researchers,” tend focus on dif-
ferences in the amount of accumulated practice to explain variation
in performance (e.g., Ericsson, Krampe, & Tesch-Römer, 1993).
By contrast, those who label themselves “individual differences
researchers,” “intelligence researchers,” or “working memory re-
searchers” tend to focus on individual differences in cognitive
resources as explanations for individual variation (e.g., Hunter &
Hunter, 1984; McVay & Kane, 2012; Wai, 2014). Yet both
practice-performance relationships (average r
2
.12; Macnamara,
Hambrick, & Oswald, 2014) and abilities-performance relation-
ships (average r
2
.28; Hunter & Hunter, 1984) for real-world
tasks tend to be relatively small. That is, both the expertise and
individual differences literatures leave the majority of interindi-
vidual variance in real-world performance unexplained.
Even more importantly, there is considerable heterogeneity in
the predictive power of both practice and cognitive ability across
studies (e.g., Hunter & Hunter, 1984; Macnamara et al., 2014;
Salgado et al., 2003). We propose that the general lack of predic-
tive power in both expertise and individual differences research, as
well as the gross heterogeneity of findings, stem in part from a
common problem: the failure to account for moderating task
characteristics.
We first describe the evidence available from meta-analyses and
skill acquisition research that supports the importance of task
characteristics for understanding the interplay between practice
and cognitive resources in predicting performance. We next de-
scribe a set of theoretical task characteristics that may additionally
moderate the relationship between practice, ability, and perfor-
mance. Lastly, we present results from two experiments that em-
pirically test two of these task characteristics, while controlling for
others.
Task Characteristics
Task characteristics have long been of interest in problem solv-
ing research. For example, problem difficulty is influenced by the
problem space—the number of possible states and number of
options at each stage of the solution (Newell & Simon, 1972). As
the problem space increases, it can quickly exceed one’s limited
cognitive resources. As a result, people can only represent a subset
of the problem space at any given time. However, even when the
Brooke N. Macnamara and David J. Frank, Department of Psychological
Sciences, Case Western Reserve University.
The two authors contributed equally to this work.
Correspondence concerning this article should be addressed to Brooke N.
Macnamara, Department of Psychological Sciences, Case Western Reserve
University, 11220 Bellflower Road, Cleveland, OH 44106. E-mail: bnm24@
case.edu
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
Journal of Experimental Psychology:
Learning, Memory, and Cognition
© 2018 American Psychological Association
2018, Vol. 44, No. 4, 000
0278-7393/18/$12.00 http://dx.doi.org/10.1037/xlm0000487
1
problem space is relatively small, other features can still produce
difficulties (Kotovsky, Hayes, & Simon, 1985). For example,
when a problem involves moving an object, such as moving disks
in the Tower of Hanoi problem, it tends to be easier than when a
problem involves changing the size or color of an object, such as
changing the size of the globes in the Monster and Globes problem
(Clément & Richard, 1997; Kotovsky et al., 1985). This is because
the rules for change problems tend to be more linguistically
complex, and are often novel and cannot be retrieved from long-
term memory (Kotovsky et al., 1985). The seemingly obvious
implication is that the larger the problem space and more complex
or counterintuitive the rules, the more performance differences
should be predicted by basic cognitive resources.
As with problem solving, task characteristics may play an im-
portant role in skill acquisition and expertise. In a meta-analysis,
Macnamara, Hambrick, and Oswald (2014) found performance
domain to be a significant moderator of the relationship between
practice and performance: deliberate practice accounted for 26%
of the variance in games such as chess, 21% in music, 18% in
sports, 4% in education, and 1% in other professions. Addition-
ally, Macnamara et al. (2014) examined predictability of the task
environment—a variable that took into account how dynamic the
task was and how consistent the task was—and found that this was
also a significant moderator. Deliberate practice explained 26% of
the variance in performance when tasks were highly predictable
(e.g., running), 12% when they were moderately predictable (e.g.,
the sport of fencing), and 4% when they were low in predictability
(e.g., handling an aviation emergency). Similarly, meta-analyses
examining the relationship between general mental ability and job
performance (e.g., Hunter & Hunter, 1984; Salgado et al., 2003)
find that the relationship between general fluid intelligence and job
performance differs based on job domain. Despite this, few studies
have sought to determine the underlying features that dictate the
extent to which a task relies on basic cognitive resources in
addition to task-specific practice.
Although task characteristics have largely been ignored in ex-
perimental studies of individual differences in task performance,
there is one notable exception. Ackerman’s (1986) performance-
ability relations theory suggests that task characteristics can be
thought of in terms of having consistent (consistently mapped)
components or inconsistent (variably mapped) components—
which determine how practice and cognitive resources influence
performance. Ackerman (1986) proposed that tasks with consistent
components allow automatic processes to develop with practice
(see also Shiffrin & Schneider, 1977). Once automatic processes
are in place, individual differences in available cognitive resources
are less associated with differences in task performance. In con-
trast, tasks with inconsistent (variably mapped) components con-
tinuously require controlled processing to perform the task despite
training, thus recruiting cognitive resources even after accumulat-
ing task-specific practice.
As a test of the performance-ability relations theory, Ackerman and
Woltz (1994) developed the noun-pair lookup task, where participants
decided whether a centrally located pair of words (e.g., ivy-bird)
matched any of several word pairs in a table. This task could be either
consistently mapped, where the pairs in the table were the same from
trial-to-trial, or variably mapped, where the table differed trial-to-trial.
While accuracy was generally stable across the consistently and
variably mapped conditions, efficiency on the task differed substan-
tially. Specifically, response times in the consistently mapped version
of the task decreased considerably with practice before reaching
asymptote. By contrast, response times in the variably mapped ver-
sion of the task showed only minimal improvement before reaching
asymptote early in practice and were substantially slower than in the
consistently mapped version. Additionally, Ackerman and Woltz
(1994) found that, with practice, correlations between individual dif-
ferences in perceptual speed and performance diminished in the
consistently mapped condition, but remained high in the variably
mapped condition. These results support Ackerman’s (1986) theory
that task characteristics—specifically consistently versus variably
mapped attributes— differentially demand cognitive resources, which
affect learning and performance.
As another example, Ackerman and Cianciolo (2002) asked par-
ticipants to complete an air traffic control task where the mappings
could be consistent—100% pilot compliance— or variably mapped—
65% pilot compliance (e.g., pilot asking for the instructions to be
repeated, failing to reply, a different pilot responding). In the
variably mapped condition in this dynamic task, participants
needed to adapt their instructions based on changes (e.g., positions
of the aircrafts) that had taken place from the initial command
issuance to the present moment. We therefore do not know how
much accuracy was affected by the interaction between the dy-
namic state of the stimuli—requiring the contents of working
memory and the action plan to be updated—and the variably
mapped features. Perhaps unsurprisingly, Ackerman and Cianciolo
(2002) found that basic cognitive resources were similarly predic-
tive in their consistent and variably mapped versions of the air
traffic control task. We suspect that this is because the dynamic
nature of the air traffic control task placed strong cognitive de-
mands on the performer, even under consistently mapped condi-
tions. Other task characteristics in addition to the consistent versus
variably mapped dimension may systematically interact to impact
learning and performance.
Dimensions of Difficulty
Until recently, a set of additional task characteristics thought to
impact learning and performance had not been formally proposed.
In a recent book titled Accelerated Expertise: Training for High
Proficiency in a Complex World, Hoffman et al. (2014) put forth
eight dimensions of difficulty hypothesized to increase task diffi-
culty across domains via their reliance on limited cognitive re-
sources.
1
The eight dimensions are listed and described below. For
simplicity, we will describe each in terms of the categorical ex-
tremes of the dimension and reference the characteristics as the
task (e.g., “static tasks” rather than the more accurate but cumber-
some “tasks with static characteristics”). In each case, the easier
characteristic is presented first and the more cognitively demand-
ing (i.e., difficult) characteristic is presented second:
1. Static versus dynamic: Important aspects of static tasks
can be captured in “snapshots,” whereas dynamic tasks
are continuously changing. For example, chess is a static
1
The dimensions of difficulty are based on research by Feltovich, Spiro,
and Coulson (1989, 1993; see also Dawson-Saunders, Feltovich, Coulson,
& Steward, 1990) who surveyed medical school instructors about difficult-
to-learn biomedical concepts (e.g., mechanisms of hypoxia).
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2MACNAMARA AND FRANK
task where players can take their time to make decisions.
By contrast Pacman (Namco, 1980) is a dynamic task
where the information is constantly changing.
2. Discrete versus continuous: Attributes of discrete tasks
are characterized by a small number of categories,
whereas attributes of continuous tasks are characterized
by a continua of features or a large number of categorical
distinctions. For example, chess is a discrete task, with
discrete categories for each piece and discrete positions
on the board. By contrast, distance and angles in the
game pool fall on a continuum.
3. Separable versus interactive: Processes in separable tasks
occur independently or with weak interactions, whereas
processes in interactive tasks are strongly interdependent.
For example, games like Whac-A-Mole and Duck Hunt
(Nintendo, 1984) are largely separable; whenever a stim-
ulus appears, the player responds to it independently of
the other stimuli—there is little to no need to coordinate
her actions between stimuli. By contrast, air traffic con-
trol is a highly interactive task; each process, directing an
aircraft to take off, land, or change altitude must be
coordinated with the flight paths of all other aircraft.
4. Sequential versus simultaneous: Processes in sequential
tasks occur one at a time, whereas processes in simulta-
neous tasks occur at the same time. For example, baseball
is a sequential task; fielding and batting occur sequen-
tially and a player is never engaged at both at once. By
contrast, flying an aircraft involves a great deal of simul-
taneity; one must monitor gauges, speed, and heading,
simultaneously.
5. Linear versus nonlinear: Relationships among features in
linear tasks are proportional and can be conveyed with a
single line of explanation, whereas relationships among
features in nonlinear tasks are nonproportional and re-
quire multiple lines of explanation. For example, in base-
ball, the faster a pitcher moves his arm, the faster the
pitch. By contrast, in basketball the relationship between
the angle that a ball should be thrown and distance from
the net is nonlinear.
6. Single versus multiple representations: Elements in single-
representation tasks have one or very few interpretations or
uses, whereas elements in multiple-representation tasks
have multiple interpretations, and uses, based on context.
For example, in chess, each piece affords a single represen-
tation; it can only behave in one manner. By contrast, in
sports video games, the same button may have different
functions depending on the context (offense or defense).
7. Mechanistic versus organic: Attributes in mechanistic tasks
can be understood in terms of their parts. Effects in mech-
anistic tasks have direct causal agents, whereas organic tasks
must be understood as a whole and effects in these tasks are
due to system-wide functions. For example, the game Pong
(Atari, 1972) is highly mechanistic; the behavior of the ball
and paddle are the result of direct causal agents and can
easily be understood in isolation. By contrast, chess is
highly organic; only by understanding the relationship be-
tween all of the pieces on the board can one make optimal
decisions.
8. Homogenous versus heterogeneous: Components and con-
ceptual representations in homogenous tasks are uniform
across a system (e.g., there is a single explanation), whereas
components and conceptual representations in heteroge-
neous tasks are diverse.
2
For example, first-person shooter
videogames are largely homogenous; if a player’s health
decreases it is always because he has taken damage from an
enemy. By contrast, automotive diagnostics are heteroge-
neous; there may be multiple possible explanations for a
single problem. For example, a car overheating could be due
to insufficient coolant levels, poor airflow, or a malfunc-
tioning fan.
The dimensions of task difficulty are intuitively appealing.
However, they have not yet been empirically tested.
The Present Studies
The current studies are the first to examine task characteristics’
impact on learning and performance in a complex task while
controlling for other task characteristics. Using a novel test para-
digm, we experimentally examine two dimensions: consistently
versus variably mapped and static versus dynamic. These two
dimensions are most similar to the components of the predictabil-
ity of the task environment moderator examined in Macnamara et
al.’s (2014) meta-analysis on deliberate practice. Additionally,
these were two of the dimensions at play— but not examined
independent of one another—in Ackerman and Cianciolo’s (2002)
air traffic control study.
To isolate the effect of a given dimension of difficulty, the task
paradigm must hold all other dimensions of difficulty constant.
Furthermore, to test whether a given characteristic thought to be
more difficult (e.g., variably mapped, dynamic) places increased
demands on basic cognitive resources, all other dimensions of
difficulty must be kept at their “easiest” difficulty level (i.e.,
discrete, separable, sequential, etc.) so that potential decrements in
performance are observable. To this end, we designed a tower
defense game similar to the popular videogame Plants vs. Zombies
(PopCap Games, 2009) that allows the manipulation of each task
dimension independent of the others.
We first developed a baseline version of a task in which all task
characteristics are on the easy side of each dimension of difficulty.
That is, the characteristics of the baseline version of the task are
consistently mapped, static, discrete, separable, sequential, linear,
singly represented, mechanistic, and homogenous. We then created
two manipulated versions of the task such that only one dimension
is more difficult and all other dimensions are the same as the
baseline version. In Experiment 1, the characteristics of the ma-
nipulated version of the task are variably mapped (while the
2
Note that there is some degree of overlap between Ackerman’s (1986)
consistently mapped characteristic and Hoffman et al.’s (2014) single
representation and homogenous task characteristics. Specifically, to
achieve consistent mapping, a task would likely have to be homogenous
and contain only single representations.
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3
TASK CHARACTERISTICS ON LEARNING AND PERFORMANCE
baseline version is consistently mapped) and both tasks are static,
discrete, separable, sequential, linear, singly represented, mecha-
nistic, and homogenous. In Experiment 2, the characteristics of the
manipulated version of the task are dynamic (while the baseline
version is static) and both are consistently mapped, discrete, sep-
arable, sequential, linear, single-represented, mechanistic, and ho-
mogenous.
Ackerman (1986) and Hoffman et al. (2014) both suggested that
certain task characteristics are more difficult because they demand
additional cognitive resources. We designed our task versions so
that any differences in performance are due to additional cognitive
demands. That is, any observed differences in task performance
are not due to an artificial ceiling in the manipulated version or any
kind of task mechanics that limits performance. Identical strategies
will produce identical scores on each version of the task. This is
true for both suboptimal rudimentary strategies as well as optimal
strategies (see supplemental materials for data on experts trained
on multiple task versions). Likewise, a computer would perform
equally well on both task versions. Thus, any differences in the
manipulated versions and the baseline version are due to cognitive
demands of the task characteristics. We further manipulate cogni-
tive load to test its effects on performance on the baseline and
manipulated versions. If the manipulated version is more cogni-
tively demanding, performance should suffer the most when ex-
periencing the manipulated version under cognitive load.
Our goal is not only to test whether differences in performance
emerge between the baseline and manipulated versions of the
tasks, but to examine how various dimensions of difficulty differ-
entially affect learning and/or performance. Ackerman and Woltz
(1994) found that accuracy was similar between consistently
mapped and variably mapped conditions in the noun-pair lookup
task. However, they found that participants in the variably mapped
condition had substantially slower response times. Based on Ack-
erman and Woltz’s (1994) findings, we should expect no differ-
ence in accuracy between the baseline version and the variably
mapped version of the task. However, participants in the variably
mapped conditions should take longer to complete the task than
participants in the baseline version, especially when under cogni-
tive load. We provide the first test of Ackerman’s (1986) theory in
a complex task that also controls for other dimensions of difficulty.
Tests of Hoffman et al.’s (2014) dimension of difficulty are
novel. Hoffman et al. (2014) did not detail how additional cogni-
tive resources are recruited or how the dimensions of difficulty
will impact task learning and performance. We assume that dy-
namic tasks, relative to static tasks, require additional cognitive
resources because the contents of working memory must be con-
tinuously updated. Additionally, in order to respond to the incom-
ing stimuli in constant flux, the inherent time pressure of a dy-
namic task means that the learner cannot pause to generate or
implement a new strategy without the task environment changing.
For these reasons, dynamic versions of the same task should hinder
learning and performance scores. (Due to the nature of a dynamic
task, efficiency cannot be measured because the dynamic version
stimuli move on a timer regardless of participant response.) We
expect that learning and performance accuracy will be hindered in
the dynamic version relative to the baseline version, especially
under cognitive load. This finding would support Hoffman et al.’s
(2014) inclusion of static versus dynamic as a dimension of diffi-
culty and would provide insight into the effects’ underlying mech-
anisms.
Experiment 1
Method
Participants and design. A priori power analyses require
knowledge of an expected effect size and assume linear analyses. Due
to the novelty of our task paradigm and the nonlinearity of our
planned analyses, estimates of power are unavailable. Our stopping
rule was to collect 100 participants (25 per condition) or until the end
of the semester’s data collection period, whichever occurred second.
One-hundred and 28 students enrolled in either General Psychology I
or Research Design and Analysis at Case Western Reserve University
participated in exchange for partial course credit or extra credit. To
participate in our experiment, participants could not have experience
with the commercial version of the Plants vs. Zombies videogame.
This study was approved by Case Western Reserve University’s
Institutional Review Board. Participants were first informed about the
procedures of the experiment and provided written consent if they
agreed to participate. The study used a 2 (Task Version: baseline,
variably mapped) 2 (Cognitive Load: load, no load) between
subjects design with roughly 32 participants per cell. Participants
randomly assigned to the baseline version and those randomly as-
signed to the dynamic version did not differ on overall videogame
experience, t(126) 0.97, p.331. Only one participant indicated
any previous experience with tower defense videogames and thus a
t-test is not possible to conduct.
Materials. The program was created with and administered
via E-Prime 2 (Schneider, Eschman, & Zuccolotto, 2002) on Dell
Optiplex 9030 computers at a resolution of 1,920 1,080.
Plants vs. Zombies task: Baseline version. Our version of
Plants vs. Zombies is visually similar to the commercial videog-
ame. However, the inherent structure and rules are different (vid-
eos of the task can be downloaded from https://osf.io/f4auv/).
Task overview. The participant is provided with the following
game context: A zombie apocalypse has occurred and it is up to
her avatar (named Crazy Dave) to collect energy for the town and
fight off the zombies to keep them from escaping into the town.
The task consists of these two alternating “missions,” each of
which is repeated five times. In the energy collection missions,
participants plant sunflowers to collect energy from suns that move
across the screen. In the zombie fighting missions, the participant
plants pea plants to shoot and kill zombies that move across the
screen. For each mission, the game environment comprises a 6
14 grid (Figures 1 and 2). The participant uses the arrow keys on
a computer keyboard to move the avatar around the screen and the
“z” key to plant a sunflower or pea plant at the avatar’s current grid
position. Only one sunflower/pea plant can occupy a space at a
time.
The participant can take as long as she chooses to move her
avatar or plant. Only after making two moves (planting also counts
as a move), do the elements of the game move (the suns, energy
from the suns, zombies, and pea shots). The number of moves
remaining before the games’ “turn” appears in an information bar
at the top of the screen.
Designing a task with two distinct missions was done for two
main reasons: (1) to test whether results can generalize across
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4MACNAMARA AND FRANK
different subtasks, and (2) to establish a usable paradigm for future
studies. While the superficial design is similar across the two
missions, they differ drastically in a number of important ways.
First, the missions differ in their goals: The goal of the energy
collection missions is to maximize beneficial opportunities, (i.e., to
collect as many resources as possible), while the goal of the
zombie fighting missions is to minimize negative consequences
(i.e., to stop as many zombies from escaping as possible). Second,
the availability of resources differs between the two. For the
energy collection missions, flowers are only useful for one sun at
a time and the suns will continue to travel across the screen
regardless of planting. Thus, it is near impossible to run out of
flowers because only a few have utility at a time. In contrast, for
the zombie fighting missions, all plants in a row with a zombie are
useful and zombies can be stopped from traveling across the screen
and escaping. Thus, it is common to run out of plants because they
can all have utility at once. Finally, the missions differ in their
reactivity. The energy collection missions solicit a reactive strat-
egy for the best performance: Participants will earn more points by
focusing their efforts on large, slow suns as they appear and
ignoring small, fast suns. Thus, participants should be reactive to
the incoming stimuli, choosing their actions based on the location
of certain suns as they emerge. In contrast, the zombie fighting
missions demand a more proactive approach for the best perfor-
Figure 1. Screenshot of an energy collection mission (baseline version). The small “starbursts” are sunlight
energy (lumens) that travel from a sun to a sunflower on its right. See the online article for the color version of
this figure.
Figure 2. Screenshot of a zombie fighting mission (baseline version). The circles are the pea shots. See the
online article for the color version of this figure.
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5
TASK CHARACTERISTICS ON LEARNING AND PERFORMANCE
mance: Participants will earn the most points by planning for and
concentrating on large fast zombies while distributing enough
resources for other zombies. Thus, participants should be proactive
in order to have plants already set up for the best chance of killing
the large, fast zombies. A similar pattern across both missions
would provide robust evidence to the effect of the task character-
istic being manipulated.
The other reason for having two missions is to test other dimen-
sions of difficulty in the future. Specifically, when manipulating
the sequential versus simultaneous dimension, two subtasks are
needed: In the sequential condition the missions will remain sep-
arate for participants to manage one at a time; in the simultaneous
condition the missions will be combined for participants to manage
at the same time.
Energy collection missions. In the energy collection mis-
sions, the goal is to collect as much energy as possible by planting
sunflowers to collect sunlight energy (lumens) from suns that
move from left to right across the screen. A sunflower pulls a
lumen—a small starburst of energy—from the first sun to its
immediate left in the same row. The lumen moves from the sun to
the right until it reaches a sunflower, at which point the energy is
absorbed and added to the participant’s energy score, which ap-
pears at the top of the screen. Each sun can expend only one lumen
at a time. This single lumen will be absorbed by the first sunflower
it reaches. No new lumens can be pulled from a sun until the
current lumen reaches a sunflower and is absorbed. The closer a
sunflower is to the right of a sun, the sooner the lumen reaches the
sunflower and another lumen can be pulled. Thus, planting sun-
flowers close to a sun increases energy collection faster than
planting farther away. However, once a sun reaches a sunflower,
the flower wilts and can no longer collect energy. Wilted flowers
are returned to the participant’s resources.
Suns vary in color and size. The larger a sun, the more energy
its lumens contain. Thus, more energy can be collected by focusing
on collecting lumens from larger suns, planting new flowers in
their paths to replace the wilted flowers. Suns come in three sizes:
small, medium, and large. These suns produce lumens with four,
eight, and 12 units of energy, respectively.
The color of each sun indicates how quickly it moves across the
screen. Suns come in three colors: yellow, orange, and red. These
suns move at rates of 15, 39, and 62 pixels per turn, respectively.
Once a sun moves across the screen, no more lumens can be
collected from it. Thus, more energy can be collected from slower
suns because each sunflower will have time to absorb more lumens
before being wilted by the sun passing over. The rules for the suns
are displayed visually in the lower left part of the screen.
A participant can have up to 20 sunflowers on the screen at
once. If a participant uses up all of her sunflowers (a near-
impossible occurrence in this mission), she is unable to plant
another sunflower until an existing sunflower wilts and is removed
from the screen. After planting a sunflower, the participant has to
wait three moves before planting again. Hence, the participant
should strategically allocate her sunflower resources to the suns
that will provide the most energy per sunflower plant. (Large
yellow suns can provide the most energy.) Each energy collection
mission contains a total of 27 suns (three of each possible Size
Color combination) with no more than 16 suns on the screen at
once. When the final sun makes its way across the screen the
mission ends.
The position and time at which each of the 27 suns emerges
from the left side of the screen varies across rounds. Five arrange-
ments are used and arrangement order is approximately counter-
balanced across participants. Importantly, extensive piloting veri-
fied that comparable scores are possible across each arrangement
both when rudimentary and optimal strategies are used. Extensive
piloting also suggests that maximum performance on an energy
collection mission is around 4,800 units of energy. Because we
were concerned that the larger numbers for energy collection
scores might be harder to track, we display energy collection
scores to the participant as days and hours of accumulated energy
that has been collected for the town.
Zombie fighting missions. In the zombie fighting missions,
the goal is to plant pea plants that shoot peas to kill as many
zombies as possible before they make their way across the screen
and escape. Unlike sunflowers, where only the closest flower in a
row interacts with a sun, all pea plants in the same row as a zombie
will fire peas at the closest zombie to its right. Each zombie takes
multiple hits before being killed. Thus, planting multiple peashoot-
ers in the same row will increase the rate at which zombies are
killed. Each pea plant can have only one pea in the air at a time.
The closer a pea plant is to the left of a zombie, the sooner the pea
will hit the zombie and another pea can be fired from that plant.
Thus, planting pea plants closer to zombies increases how rapidly
the pea plant fires.
Zombies vary in color and size. The larger a zombie, the tougher
it is and the more hits it can sustain before it dies. Thus, more pea
shots are required to kill larger zombies. Zombies come in three
sizes: small, medium, and large. These zombies can withstand 10,
26, and 42 hits, respectively. After sustaining enough hits, a
zombie falls over and dies. For each zombie death, points are
added to the zombie fighting score (displayed at the top of the
screen). Small, medium, and large zombies are worth 10, 25, and
40 points, respectively.
The color of each zombie indicates how quickly it moves across
the screen. Zombies wear one of three colored suits: blue, purple,
or red. These zombies move at rates of 15, 39, and 62 pixels per
turn, respectively. When a zombie reaches a space occupied by a
pea plant, the plant is trampled and then disappears. Trampled pea
plants are returned to the participant’s resources. Faster zombies
provide less time for the peashooters to kill them before they
trample the pea plants and make it across the screen. The rules for
the zombies are displayed visually in the lower right part of the
screen.
A participant can have up to 20 pea plants on the screen at once.
If a participant uses up all of her pea plants (a common occurrence
in this mission), she is unable to plant another pea plant until either
a plant is trampled and returned to her resources or she uproots a
currently planted pea plant, which returns the plant to her resources
for use. To do this, the participant positions her avatar over an
existing pea plant and presses the “z” (plant) key. After planting or
uprooting a pea plant, the participant has to wait three moves
before planting or uprooting again. Participants need to strategi-
cally allocate pea plant resources to the zombies based on their
speed and toughness. (Large red zombies are the most difficult to
kill.) Each zombie fighting mission contains 27 zombies (three of
each possible Size Color combination). When the final zombie
is killed or makes its way across the screen, the mission ends.
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6MACNAMARA AND FRANK
The position and time at which each of the 27 zombies emerges
from the right side of the screen varies across rounds. Five ar-
rangements are used and arrangement order is approximately
counterbalanced across participants. Extensive piloting verified
that comparable scores are possible across each arrangement both
when rudimentary and optimal strategies are used. The maximum
possible score for each zombie fighting mission (all zombies
killed) is 675.
Additional feedback and instructions. Prior to each mission,
participants are shown a reminder of the game rules for that
mission (see supplemental materials). Starting with Round 2, the
participant’s scores for all previous missions appear so that par-
ticipants can chart their progress across rounds. At the end of each
mission, the participant’s final score for that mission is presented
in white at the center of a green screen for two seconds.
Baseline task characteristics. The baseline version’s task
characteristics are all on the easy side of each dimension of
difficulty (see Table 1).
Plants vs. Zombies task: Variably mapped version. The
variably mapped version is identical to the baseline version with
the exception that the mapping of color and size to sun/zombie
speed and energy amount/zombie toughness changes several times
throughout each mission. Color can represent speed or amount of
energy, with size representing the other property. The linear rela-
tionship within each feature—small, medium large; red, orange,
yellow; red, purple, blue—is maintained but the direction can
change. That is, small to large suns could represent slowest to
fastest or fastest to slowest (or most to least energy or least to most
energy). For example, a participant could start with red suns as the
fastest (yellow as the slowest), and large suns producing the most
energy (small producing the least amount). After 50 moves, the
mapping could change to small suns as the fastest (large suns as
the slowest), and yellow suns producing the most energy (red suns
producing the least amount). Every 50 moves (six times per game)
the words “RULE CHANGE” appear in large blue font on the
screen for 0.5 s. At this point the rule summary at the bottom of the
screen changes as does the size and color of the suns/zombies to
conform to the new rules. Note that the behavior of the stimuli—
the speed and energy/toughness of each sun and zombie— does not
change. Rather, their physical appearance on the screen changes to
fit the new mappings. The fastest and toughest zombie remains so,
even though his appearance changes. This is important so that
good strategies for performance remain good strategies regardless
of physical changes. The eight possible rule combinations occur in
the same fixed order for all participants (see supplemental mate-
rials). In summary, the baseline version uses a consistent set of
rules for the appearance and property of stimuli. By contrast, in the
variably mapped version, the relationship between stimulus fea-
tures and their behavior changes periodically, but identical plant-
ing strategies in each version yields identical results. Thus, any
differences in task performance can only be due to cognitive and
not mechanical differences in task difficulty (videos of the task can
be downloaded from https://osf.io/f4auv/).
Cognitive load manipulation. All participants wore professional-
grade noise cancelling headphones. Participants in the load conditions
were instructed to mentally rehearse and update letters of the
alphabet each time they heard a beep in their headphones. That is,
they were instructed to mentally rehearse the letter “A” the first
time they heard a beep while performing the Plants vs. Zombies
task, then update the mentally rehearsed letter to “B” when the
heard the second beep, “C” when they heard the third beep, and so
on. If they reached Z, they were instructed to start again at “A.”
The beeps occurred at random intervals with the exception that
beeps could not occur fewer than 2 s apart or more than 6 s apart.
At the end of each mission, participants were asked to type the last
letter they had mentally rehearsed during that mission.
Open strategy reports. Following the Plants vs. Zombies
task, participants were asked to “Please describe the strategies that
Table 1
Baseline Version Characteristics
Characteristic Description
Consistently mapped The rules for the stimuli are maintained throughout the task. For example, yellow suns are always the slowest, small zombies
are always the weakest.
Static The task does not advance until the participant makes her move. Thus, the relevant information for making decisions does
not change during the decision process. The participant can pause to think before executing a decision without the relevant
features changing.
Discrete The suns and zombies each fall into three discrete categories of size and color. Likewise, the sunflowers and pea plants are
discrete categories.
Separable Each process (moving the avatar and planting plants) occurs in isolation. Although the participant must coordinate her
moving and planting (i.e., taking the shortest route to the desired location before planting), this interaction is relatively
weak.
Sequential The energy collection missions and the zombie fighting missions occur in separate stages. The participant is never engaged
in both missions at once.
Linear The relationship between size and sun energy/zombie toughness is simple and mathematically linear. The relationship
between color and speed are simple and mathematically linear.
Single representations Each task stimulus has only one meaning throughout the baseline version. That is, a sun of a given size and color represents
the same opportunity for energy collection throughout the task. The sunflower and pea plants function the same in all task
situations.
Mechanistic The task can generally be understood in terms of the individual parts. Causal agents (how plants interact with suns and
zombies) are direct. The participant does not have to consider multiple aspects of the task to predict how a plant, sun, or
zombie will behave.
Homogeneous The task components (movement and planting counters, scores, task display, button mapping, etc.) are similar for both
missions.
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7
TASK CHARACTERISTICS ON LEARNING AND PERFORMANCE
you used when collecting sunlight. In your description, please
identify any changes in your strategy over time, or any insights that
you had while performing the task.” Participants typed their re-
sponses into a Microsoft Word document. Participants were next
asked the same question regarding the zombie fighting mission.
Strategy questionnaire. A computerized multiple choice
strategy questionnaire listed 24 strategies for the energy collection
missions and 27 strategies for the zombie fighting missions (see
supplemental materials). For each strategy, participants indicated
whether they (a) did not think of the strategy, (b) thought of it but
did not use it, (c) used it rarely, (d) used it sometimes, or (e) used
it often (see supplemental materials for strategy questionnaire
screenshots and results).
Procedures. Participants first completed a survey of videog-
ame experience (see supplemental materials). Next participants
read the Plants vs. Zombies task instructions and completed the
five rounds of the task. Immediately after the task, participants
rated their task experience in terms of task interest, fun, tedious-
ness, difficulty, frustration, engagement, and fatigue. Participants
in the load conditions also indicated how they responded on the
letter counting task if they forgot which letter they were on (see
supplemental materials).
3
Lastly, participants completed the open
strategy reports and strategy questionnaire. Participants read the
instructions, completed the task, filled out the open strategy report,
and responded to the questionnaires at their own pace. Sessions
lasted between 59 and 183 min with most participants taking
approximately 90 min.
Results
Plants vs. Zombies scores. We first computed means and stan-
dard deviations for Round 1 of each mission. We then removed
any outliers that were three standard deviations below the mean.
This resulted in 1% of the data being removed: one observation
from an energy collection mission and seven observations from
zombie fighting missions.
4
Because the scores for each mission are
on different scales, we next standardized those scores by subtract-
ing the mean score for Round 1 in the baseline no load group, and
then dividing by the standard deviation for that group. Thus, each
score is the number of standard deviations above or below the
mean score for the first round for the theoretically easiest condi-
tion.
Changes in performance are often nonlinear (Fitts, 1964). To
account for this, we conducted mixed models including both round
and round squared as predictors of performance scores using SAS
Proc MIXED (Littell, Milliken, Stroup, & Wolfinger, 2000). Ad-
ditionally, we included task version (baseline, variably mapped),
cognitive load (load, no load), mission (energy collection, zombie
fighting), and all possible interaction terms except for Round
Round Squared. The baseline, no load condition served as the
reference group. Regression weights and fixed effects can be found
in Tables 2 and 3, respectively. Figure 3 shows mean performance
data over rounds.
Main effects of round, F(1, 1124) 96.29, p.001, and round
squared, F(1, 1124) 32.76, p.001, indicated better perfor-
mance over rounds with a negative exponential curve following
typical learning curves (Fitts, 1964). The effect of task version was
negative and significant, F(1, 1124) 4.86, p.029, indicating
worse performance on the variably mapped version than the base-
line version. We observed significant Task Version Round, F(1,
1124) 4.03, p.045, and Task Version Round Squared, F(1,
1124) 4.71, p.030, interactions. Together, these main effects
and interactions with task version indicate that the performance of
the variably mapped groups was initially lower than the baseline
groups, improved rapidly from Round 1 to Round 2, but ultimately
plateaued at a lower level than the baseline groups.
5
A positive main effect of mission, F(1, 123) 29.15, p.001,
indicated better performance on the zombie fighting mission rel-
ative to the energy collection mission. However, this was qualified
by a positive Mission Load interaction, F(1, 123) 10.11, p
.002. This interaction resulted from worse performance on the
energy collection mission in the presence of cognitive load,
t(126) ⫽⫺2.38, p.019, d⫽⫺0.42 (significant after Bonfer-
roni’s correction, ␣⫽.025), but similar performance for zombie
fighting missions regardless of load, t(125) ⫽⫺1.70, p.093. A
negative Mission Round interaction, F(1, 1124) 4.52, p
.034, and a positive Mission Round squared interaction, F(1,
1124) 4.19, p.041, resulted from more linear performance
gains on the zombie fighting relative to energy collection missions.
Note, however, that mission did not interact with task version,
indicating similar effects of consistent and variable mapping
across both missions.
Completion times. We used round completion times as a mea-
sure of performance efficiency. Due to a programming error, Round
1 start times were not available for the energy collection mission.
Thus, we focus our statistical analyses of performance efficiency
on the zombie fighting missions (see Figure 4). For the variably
mapped version, we subtracted from the total completion times the
amount of time that the game was paused while the words “RULE
CHANGE” appeared on the screen (exactly 30 s total). We re-
moved any completion times that were more than three standard
deviations above the mean for the corresponding round. This
resulted in the removal of two observations in each of the baseline
load, variably mapped load, and variably mapped no load groups.
6
As with performance scores, we used SAS Proc MIXED (Littell et
al., 2000) to analyze performance efficiency with the following vari-
ables as predictors: round, round squared, task version (baseline,
variably mapped), cognitive load (load, no load), and all possible
interaction terms except for Round Round Squared. Again, the
baseline no load group served as the reference group. Regression
weights and fixed effects can be found in Tables 4 and 5, respectively.
A main effect of task version resulted from slower completion
times for the variably mapped groups compared with the baseline
groups, F(1, 124) 6.23, p.014. The main effects of round,
3
Participants who indicated that they occasionally or always quit count-
ing if they forgot which letter they were on did not differ from others in
terms of overall task performance. Hence, we retained these participants
for all analyses.
4
This criterion was set only after observing non-normality. After re-
moving outliers the distribution was approximately normal (skew and
kurtosis between 1 and 1).
5
When analyzed without removing outliers, the pattern of results re-
mains unchanged with the exception that we additionally observe a main
effect of phase, F(1, 124) 8.35, p.005, resulting from higher
performance in the zombie fighting relative to the energy collection mis-
sion.
6
When analyzed without removing outliers, the pattern of significance
was unchanged.
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8MACNAMARA AND FRANK
F(1, 498) 109.52, p.001, and round squared, F(1, 498)
22.56, p.001, indicate faster performance over rounds with a
positive exponential curve.
Discussion
As was the case in Ackerman and Woltz’s (1994) noun-pair
lookup task, we expected performance scores to be similar in
the variably mapped and baseline versions of the task, but that
performance efficiency would be reduced when the task was
variably mapped. Additionally, we expected that cognitive load
would further slow performance in the variably mapped version
of the task. Our hypotheses were partially supported. Variable
mapping both decreased performance scores and efficiency.
However, these decrements were fairly small and were not
influenced by cognitive load—indicating that the cognitive
resources consumed by our cognitive load task (likely working
memory capacity) were not those necessary for dealing with
variable mapping. These results suggest that variable mapping
increases the difficulty of the task in such a way that cannot be
compensated simply with a speed–accuracy trade-off—partici-
pants in the variably mapped conditions were both slower and
had worse performance.
Table 2
Experiment 1 Performance Scores Mixed Modeling Results
Effect Estimate SE DF t-value p-value Description of estimate
Intercept .01 .18 115 .08 .939 Mean score estimate for Round 1 (coded as Round 0) of energy
mission in the baseline no load group.
Version 1.50 .26 115 5.84 .001 Difference in Round 1 score between the variable no load and
baseline no load groups (for energy mission).
Load .44 .26 115 1.74 .085 Difference in Round 1 score between the baseline load and
baseline no load groups (for energy mission).
Mission .03 .20 115 .14 .887 Difference in Round 1 score between zombie and energy missions
in the baseline no load group.
Round .32 .17 1,040 1.90 .058 Linear effect of round in the baseline no load group (for energy
missions). Rounds coded 0–4.
Round
2
.04 .04 1,040 1.09 .274 The exponential effect of round in the baseline no load group (for
energy missions).
Version Load .12 .37 115 .33 .745 Difference in Round 1 score between the variable load and
variable no load groups (for energy mission).
Version Mission .17 .29 115 .56 .574 Difference in Round 1 score between zombie and energy missions
for the variable no load group.
Load Mission .12 .29 115 .41 .679 Difference in Round 1 score between zombie and energy missions
for the baseline load group.
Round Version .72 .24 1,040 2.96 .003 Difference in the linear effect of round between the variable no
load and baseline no load groups (for energy missions).
Round Load .35 .24 1,040 1.43 .153 Difference in the linear effect of round between the baseline load
and baseline no load groups (for energy missions).
Round Mission .12 .24 1,040 .52 .602 Difference in the linear effect of round between zombie and
energy missions for the baseline no load group.
Round
2
Version .13 .06 1,040 2.20 .028 Difference in the exponential effect of round between the variable
no load and baseline no load groups (for energy missions).
Round
2
Load .06 .06 1,040 1.07 .285 Difference in the exponential effect of round between the baseline
load and baseline no load groups (for energy missions).
Round
2
Mission .00 .06 1,040 .07 .947 Difference in the exponential effect of round between zombie and
energy missions for the baseline no load group.
Version Load Mission .03 .42 115 .08 .938 Difference in Round 1 score between zombie and energy missions
for the variable load group.
Round Version Load .72 .35 1,040 2.06 .040 Difference in the linear effect of round between the variable load
and variable no load groups (for energy missions).
Round Version Mission .29 .35 1,040 .83 .408 Difference in the linear effect of round between zombie and
energy missions in the variable no load group.
Round Load Mission .01 .35 1,040 .02 .986 Difference in the linear effect of round between zombie and
energy missions in the baseline load group.
Round
2
Version Load .16 .08 1,040 1.90 .057 Difference in the exponential effect of round between the variable
load and variable no load groups (for energy missions).
Round
2
Version Mission .07 .08 1,040 .83 .407 Difference in the exponential effect of round between zombie and
energy missions in the variable no load group.
Round
2
Load Mission .01 .08 1,040 .12 .908 Difference in the exponential effect of round between zombie and
energy missions in the baseline load group.
Round Version Load Mission .09 .50 1,040 .19 .849 Difference in the linear effect of Round between zombie and
energy missions in the variable load group.
Round
2
Version Load Mission .02 .12 1,040 .18 .855 Difference in the exponential effect of round between zombie and
energy missions in the variable load group.
Note. Version task version (baseline, variably-mapped); Load cognitive load (load, no load); Round linear improvement over rounds; Round
2
nonlinear (quadratic) improvement over rounds; Energy energy collection; Zombie zombie fighting; Variable variably mapped.
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9
TASK CHARACTERISTICS ON LEARNING AND PERFORMANCE
Given Ackerman and Cianciolo’s (2002) findings on the air
traffic control task, we might expect that accuracy would decrease
under variably mapped and dynamic conditions, especially under
cognitive load. However, before task characteristic interactions
can be investigated, the effect of task characteristics in isolation
should be tested. Controlling for other dimensions of difficulty, we
next investigate learning and performance when the task is static
versus dynamic.
We expect that the demands of a dynamic task— constantly
updating the contents of working memory and not being able to
pause to strategize—will hinder learning and performance relative
to a static task where learners have time to consider multiple
strategies, especially when under cognitive load.
Experiment 2
Method
Participants and design. As in Experimenter 1, the novelty
of our task paradigm and the nonlinearity of our planned analyses
made estimates of power unavailable. Our stopping rule was to
collect 100 participants (25 per condition) or until the end of the
semester’s data collection period, whichever occurred second. To
participate in our experiment, participants could not have experi-
ence with the commercial Plants vs. Zombies videogame. One-
hundred and 19 students enrolled in either General Psychology I or
Research Methods and Design at Case Western Reserve University
participated in exchange for partial course credit or extra credit. As
in Experiment 1, this study was approved by Case Western Re-
serve University’s Institutional Review Board. Participants were
first informed about the procedures of the experiment and provided
written consent if they agreed to participate. The study used a 2
(Task Version: baseline, dynamic) 2 (Cognitive Load: load, no
load) between subjects design with roughly 30 participants per
cell. Participants randomly assigned to the baseline version and
those randomly assigned to the dynamic version did not differ on
overall videogame experience, t(117) 0.01, p.994, or tower
defense videogame game experience, t(117) 0.89, p.376.
Materials. Materials and procedures were identical to those in
Experiment 1 except where indicated.
Plants vs. Zombies task: Baseline version. Minor changes to
the timing of the animation were made to make the baseline
version in Experiment 2 comparable with the dynamic version.
Table 3
Experiment 1 Performance Scores Type 3 Fixed Effects
Effect Num DF Den DF Fvalue p-value
Version 1 124 4.86 .029
Load 1 124 2.49 .117
Mission 1 123 29.15 .001
Round 1 1,124 96.29 .001
Round
2
1 1,124 32.76 .001
Version Load 1 124 .21 .647
Version Mission 1 123 .10 .752
Load Mission 1 123 10.11 .002
Round Version 1 1,124 4.03 .045
Round Load 1 1,124 .02 .892
Round Mission 1 1,124 4.52 .034
Round
2
Version 1 1,124 4.71 .030
Round
2
Load 1 1,124 .15 .700
Round
2
Mission 1 1,124 4.19 .041
Version Load Mission 1 123 .28 .597
Round Version Load 1 1,124 .17 .681
Round Version Mission 1 1,124 1.73 .188
Round Load Mission 1 1,124 1.06 .303
Round
2
Version Load 1 1,124 .19 .664
Round
2
Version Mission 1 1,124 .98 .324
Round
2
Load Mission 1 1,124 .17 .678
Round Version Load
Mission 1 1,124 .12 .725
Round
2
Version Load
Mission 1 1,124 .10 .754
Note. Type III fixed effects are interpreted as they would be in an
ANOVA. For example, the main effect of version, test the mean difference
between the two task versions after collapsing across all rounds and each
level of load and mission. By contrast the effect estimates and their
corresponding t- and p-values reported in Table 2, are conditional to all
other effects, and are explained in the estimate description column. For
theoretical testing, we focus on the Type III fixed effects and use the
regression estimates to determine the direction of main effects and inter-
actions. Version task version (baseline, variably-mapped); Load
cognitive load (load, no load); Round linear improvement over rounds;
Round
2
nonlinear (quadratic) improvement over rounds.
Figure 3. Experiment 1 mean performance on the Plants vs. Zombies
task. Performance data are standardized around Round 1 performance in
the baseline no load group, which has a z-score of 0. A z-score of 1
indicates performance one standard deviation above the Round 1 baseline
no load group mean. Error bars indicate standard errors of the mean.
Figure 4. Experiment 1 mean task completion times in minutes for the
zombie fighting mission. Error bars represent standard errors of the mean.
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10 MACNAMARA AND FRANK
This resulted in the lumens moving slightly faster in the energy
collection missions relative to Experiment 1. As a result, energy
collection scores were somewhat higher in Experiment 2, with a
maximum possible score of roughly 5,000 (compared with 4,800
in Experiment 1) for the baseline and manipulated task versions
(videos of the task can be downloaded from https://osf.io/f4auv/).
Plants vs. Zombies task: Dynamic version. The dynamic
version is identical to the baseline version with two exceptions.
First, the suns and zombies advance not after the participant makes
two moves, but rather, every 500 ms. This timing allows the
participant to move her avatar zero to three times before the suns
and zombies move again. Given that participants can move their
avatar up to one move more before the game’s “turn” (relative to
the baseline version where the game’s turn is after the participant
makes two moves) there is a slight mechanical advantage in the
dynamic condition for moving the avatar into position to place or
uproot a plant. Second, rather than allowing the participant to plant
on the fourth move after the last time she placed or uprooted a
plant, a planting timer allows her to plant exactly 1,332 ms after
her previous planting or uprooting. This was equivalent to the
baseline version. In summary, the baseline version functions such
that the participant can pause and make decisions at her own pace
before moving and advancing the game. By contrast, the game
progresses in the dynamic version regardless of the participant’s
behavior (videos of the task can be downloaded from https://osf
.io/f4auv/).
Cognitive load manipulation. The cognitive load manipula-
tion was identical to Experiment 1.
Procedures. As in Experiment 1, participants completed a
survey of videogame experience, read the Plants vs. Zombies task
instructions and completed the five rounds of the task, rated their
task experience, completed the open strategy reports, and com-
pleted the strategy questionnaire (see supplemental materials for
strategy questionnaire screenshots and results). By virtue of the
dynamic version being pace-controlled, participants in dynamic
conditions completed the session in approximately 45 min. Partic-
ipants in the baseline version completed the task at their own pace
and took between 66 and 123 min with most participants taking
approximately 90 min.
Results
Plants vs. Zombies scores. As in Experiment 1, we first com-
puted means and standard deviations for Round 1 of each mission.
We then removed any outliers that were three standard deviations
below the mean. This resulted in 1% of the total data being
deleted (three observations from energy collection missions and
eight observations from zombie fighting missions).
7
We standard-
ized performance scores as was done in Experiment 1.
As in Experiment 1, we used SAS Proc MIXED (Littell et al.,
2000) to analyze performance scores with the following variables
as predictors: round, round squared, task version (baseline, dy-
namic), cognitive load (no load, load), mission (energy collection,
zombie fighting) and all possible interaction terms except for
Round Round Squared. The baseline no load group served as the
reference group. Regression weights can be found in Tables 6 and
7. Figure 5 shows mean performance data over rounds.
A main effect of task version, F(1, 115) 103.16, p.001,
resulted from poorer performance scores in the dynamic groups
compared to the baseline groups. A main effect of cognitive load,
F(1, 115) 4.87, p.029, resulted from poorer performance
under cognitive load. The main effects of round, F(1, 1040)
111.19, p.001, and round squared, F(1, 1040) 29.54, p
.001, indicate better performance over rounds with a negative
exponential curve. However, these main effects for round and
round squared were qualified by significant three-way interactions
with task version and cognitive load, for round, F(1, 1040) 9.57,
p.002, and round squared, F(1, 1040) 8.22, p.004.
Specifically, the learning slope for the dynamic load group was
significantly different from the other three groups. This resulted
from delayed learning in the dynamic load group, which improved
little from Round 1 to Round 2, whereas the other three groups
improved markedly from Round 1 to Round 2. There were no main
effects or interactions with mission indicating that task version and
cognitive load affected the energy collection and zombie fighting
missions similarly.
8
Discussion
We expected performance scores to be worse when the task was
dynamic than when it was static. Additionally, we expected that
cognitive load would further reduce performance in the dynamic
version of the task. Our hypotheses were supported. All partici-
pants improved with practice, but this was hindered in the dynamic
conditions, where participants never “caught up” to participants in
the baseline conditions. Cognitive load had no effect in the base-
line version, but substantially impacted learning and performance
in the dynamic version of the task. One potential argument is that
the results are simply a speed–accuracy trade-off—that cognitive
load increases difficulty, but that the effect does not emerge in the
baseline conditions because participants could slow down to com-
pensate for the additional difficulty. The data do not support this
argument. Participants in the baseline load condition (M4.38,
SD 1.11) were no slower than participants in the baseline no
load condition (M4.19, SD 0.91), t(117) 0.26, p.796.
Instead, our findings are consistent with Hoffman et al.’s (2014)
suggestion that dynamic tasks hinder learning and performance
because they require additional cognitive resources.
General Discussion
We investigated how task characteristics impact the relative
importance of both cognitive resources and practice on learning
and performance. In Experiment 1, we found that variable map-
ping resulted in slower improvements with practice and lower
overall performance. Additionally, we found that variable mapping
significantly slowed performance speed. Participants were unable
to perform the task as efficiently, taking approximately 13% longer
than participants in the baseline versions.
When examining the static versus dynamic dimension—where
efficiency is not a viable metric—we found that performance
7
This criterion was set only after observing non-normality. After re-
moving outliers the distribution was approximately normal (skew and
kurtosis between 1 and 1).
8
When analyzed without removing outliers, the main effect of mission
was significant, F(1, 115) 10.02, p.002, resulting from higher
performance in the zombie fighting relative to the energy collection mis-
sion.
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11
TASK CHARACTERISTICS ON LEARNING AND PERFORMANCE
scores were substantially lower in the dynamic version relative to
the baseline version, especially when under cognitive load. Those
in the dynamic versions improved with practice, but did not reach
the performance scores of those in the baseline versions. The
finding that cognitive load did not affect learning or performance
in either mission in the baseline version but hindered learning and
performance in the dynamic version supports Hoffman et al.’s
(2014) claim that the more difficult end of the dimension (in this
case, dynamic) recruits additional cognitive resources.
Our results suggest that task characteristics are an important
component of any model or theory of skill acquisition or expertise.
Specifically, task characteristics affected the impact of cognitive
load and practice amounts on learning and performance. This
finding suggests that the predictive power of cognitive resources
on expertise and the predictive power of practice on expertise are
not set amounts that can be applied to any task or any performance
domain. Rather, the influence of these factors is systematically
heightened or reduced depending on the characteristics of the task.
The task characteristics we investigated are general properties
that are applicable across very different kinds of tasks. Although
we cannot be certain that our paradigm will generalize to every
task paradigm, our results suggest some degree of generalizability.
Namely, although the shape of learning curves differed somewhat
across our two missions in Experiment 1, the effect of task char-
acteristics was similar across missions in both experiments. One
could argue that this provides only limited evidence of generaliz-
ability given the similarity between our two missions (the key-
board controls, the screen layout). Indeed performance on each
mission was correlated in Experiments 1, r(125) .60, p.001,
and Experiment 2, r(117) .68, p.001. Although the two
missions share a number of surface features, the strategies that
produce superior performance in each mission are actually oppo-
sites. For energy collection, it is best to focus all of one’s resources
on just a few suns with the best features (slow, high energy suns).
By contrast, for zombie fighting it is best to divide one’s resources
evenly among each row, then deploy additional resources to fight
the more difficult zombies (tougher or faster zombies). Thus, high
correlations between scores on the two missions cannot be the
Table 4
Experiment 2 Completion Times Mixed Modeling Results
Effect Estimate SE DF t-value p-value Description of estimate
Intercept 4.89 .19 124 26.20 .001 Mean Round 1 (coded as Round 0) completion time estimate in minutes
for the baseline no load group.
Version .52 .27 124 1.95 .054 Difference in Round 1 completion times between the variable no load and
baseline no load groups.
Load .36 .26 124 1.37 .173 Difference in Round 1 completion times between the baseline load and
baseline no load groups.
Round .53 .12 504 4.40 .001 Linear effect of round in the baseline no load group. Rounds coded 0–4.
Round
2
.06 .03 504 2.06 .040 The exponential effect of round in the baseline no load group.
Version Load .21 .37 124 .56 .576 Difference in Round 1 score between the variable load and variable no
load groups.
Round Version .10 .17 504 .56 .576 Difference in the linear effect of round between the variable no load and
baseline no load groups.
Round Load .16 .17 504 .92 .359 Difference in the linear effect of round between the baseline load and
baseline no load groups.
Round
2
Version .01 .04 504 .24 .813 Difference in the exponential effect of round between the variable no load
and baseline no load groups.
Round
2
Load .03 .04 504 .84 .399 Difference in the exponential effect of round between the baseline load
and baseline no load groups.
Round Version Load .07 .24 504 .28 .779 Difference in the linear effect of round between the variable load and
variable no load groups.
Round
2
Version Load .03 .06 504 .49 .627 Difference in the exponential effect of round between the variable load
and variable no load groups.
Note. Version task version (baseline, dynamic); Load cognitive load (load, no load); Round linear improvement over rounds; Round
2
nonlinear
(quadratic) improvement over rounds; Variable variably mapped.
Table 5
Experiment 1 Completion Times Type 3 Fixed Effects
Effect Num DF Den DF Fvalue p-value
Version 1 12 4.90 .020
Load 1 12 1.90 .170
Round 1 50 112.79 .001
Round
2
1 50 26.77 .001
Version Load 1 12 .31 .570
Round Version 1 50 .27 .600
Round Load 1 50 1.03 .310
Round
2
Version 1 50 .02 .880
Round
2
Load 1 50 .50 .470
Round Version
Load 1 50 .08 .770
Round
2
Version
Load 1 50 .24 .620
Note. Type III fixed effects are interpreted as they would be in an
ANOVA. For example, the main effect of version, test the mean difference
between the two task versions after collapsing across all rounds and each
level of load. By contrast the effect estimates and their corresponding t- and
p-values reported in Table 4, are conditional to all other effects, and are
explained in the estimate description column. For theoretical testing, we
focus on the Type III fixed effects and use the regression estimates to
determine the direction of main effects and interactions. Version task
version (baseline, dynamic); Load cognitive load (load, no load);
Round linear improvement over rounds; Round
2
nonlinear (quadratic)
improvement over rounds; Variable variably mapped.
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12 MACNAMARA AND FRANK
result of transfer of specific strategies across missions. Rather,
performance should, theoretically, be highly correlated because the
missions shared critical features. That is, missions shared the key
task features— consistent mapping, variable mapping, static fea-
tures, or dynamic features—which should require the same cog-
nitive resources across missions. Additionally, our results for
Experiment 1 mimic Ackerman and colleagues (Ackerman, 1986;
Ackerman & Woltz, 1994) findings using the noun pair look-up
task.
By examining task characteristics’ impact on learning and per-
formance we can better understand how task demands affect
cognitive resources and processes. This knowledge can contribute
to current skill acquisition and expertise theories. These findings
also have the potential to influence other research areas such as
industrial/organizational psychology. Currently, industrial/organi-
zational psychologists are aware that general cognitive resources
best predict occupational level and performance (even better than
job experience), as well as rate of learning when receiving job
Table 6
Experiment 2 Performance Scores Mixed Modeling Results
Effect Estimate SE DF t-value p-value Description of estimate
Intercept .01 .18 115 .08 .939 Mean score estimate for Round 1 (coded as Round 0) of energy
mission in the baseline No Load group.
Version 1.50 .26 115 5.84 .001 Difference in Round 1 score between the dynamic no load and
baseline no load groups (for energy mission).
Load .44 .26 115 1.74 .085 Difference in Round 1 score between the baseline load and
baseline no load groups (for energy mission).
Mission .03 .20 115 .14 .887 Difference in Round 1 score between zombie and energy missions
in the baseline no load group.
Round .32 .17 1,040 1.90 .058 Linear effect of round in the baseline no load group (for energy
missions). Rounds coded 0–4.
Round
2
.04 .04 1,040 1.09 .274 The exponential effect of round in the baseline no load group (for
energy missions).
Version Load .12 .37 115 .33 .745 Difference in Round 1 score between the dynamic load and
dynamic no load groups (for energy mission).
Version Mission .17 .29 115 .56 .574 Difference in Round 1 score between zombie and energy missions
for the dynamic no load group.
Load Mission .12 .29 115 .41 .679 Difference in Round 1 score between zombie and energy missions
for the baseline load group.
Round Version .72 .24 1,040 2.96 .003 Difference in the linear effect of round between the dynamic no
load and baseline no load groups (for energy missions).
Round Load .35 .24 1,040 1.43 .153 Difference in the linear effect of round between the baseline load
and baseline no load groups (for energy missions).
Round Mission .12 .24 1,040 .52 .602 Difference in the linear effect of Round between zombie and
energy missions for the baseline no load group.
Round
2
Version .13 .06 1,040 2.20 .028 Difference in the exponential effect of round between the
dynamic no load and baseline no load groups (for energy
missions).
Round
2
Load .06 .06 1,040 1.07 .285 Difference in the exponential effect of round between the baseline
load and baseline no load groups (for energy missions).
Round
2
Mission .00 .06 1,040 .07 .947 Difference in the exponential effect of round between zombie and
energy missions for the baseline no load group.
Version Load Mission .03 .42 115 .08 .938 Difference in Round 1 score between zombie and energy missions
for the dynamic load group.
Round Version Load .72 .35 1,040 2.06 .040 Difference in the linear effect of round between the dynamic load
and dynamic no load groups (for energy missions).
Round Version Mission .29 .35 1,040 .83 .408 Difference in the linear effect of Round between zombie and
energy missions in the dynamic no load group.
Round Load Mission .01 .35 1,040 .02 .986 Difference in the linear effect of round between zombie and
energy missions in the baseline load group.
Round
2
Version Load .16 .08 1,040 1.90 .057 Difference in the exponential effect of round between the
dynamic load and dynamic no load groups (for energy
missions).
Round
2
Version Mission .07 .08 1,040 .83 .407 Difference in the exponential effect of round between zombie and
energy missions in the dynamic no load group.
Round
2
Load Mission .01 .08 1,040 .12 .908 Difference in the exponential effect of round between zombie and
energy missions in the baseline load group.
Round Version Load Mission .09 .50 1,040 .19 .849 Difference in the linear effect of round between zombie and
energy missions in the dynamic load group.
Round
2
Version Load Mission .02 .12 1,040 .18 .855 Difference in the exponential effect of round between zombie and
energy missions in the dynamic load group.
Note. Version task version (baseline, dynamic); Load cognitive load (load, no load); Round linear improvement over rounds; Round
2
nonlinear
(quadratic) improvement over rounds; Energy energy collection; Zombie zombie fighting.
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13
TASK CHARACTERISTICS ON LEARNING AND PERFORMANCE
training (Schmidt & Hunter, 2004). Additionally, the predictive
power of general cognitive ability increases as complexity—infor-
mation processing requirements— of the job increases (Hunter &
Hunter, 1984). However, better understanding of how task char-
acteristics impact information processing requirements can refine
job classifications and enhance systems for personnel recruitment,
work placement, and training.
Future Directions and Conclusion
We propose that the heterogeneity of the predictive power of
practice and of cognitive abilities stems in part from a failure to
account for moderating task characteristics. Before correlational
research examining individual differences in practice and cogni-
tive abilities on real-world performance takes place, task charac-
teristics should be experimentally tested. We found evidence that
task characteristics interact with practice and cognitive resource
availability.
The present studies build the first empirical step in a framework
for multiple future directions. First, our paradigm is designed to
continue investigations with other task characteristics (e.g., se-
quential vs. simultaneous, discrete vs. continuous) that allow
cross-dimension comparisons. Second, our paradigm is designed to enable future investigation of dimensions’ interactions. For
example, comparing how tasks that are both dynamic and variably
mapped impact learning and performance relative to tasks that are
only dynamic or only variably mapped. Third, our paradigm is
designed to examine individual differences in both practice and
cognitive abilities on performance while manipulating task char-
acteristics. These investigations will set the stage for carefully
examining how task characteristics moderate the predictive power
of both practice and cognitive resources on real-world task per-
formance.
We believe task characteristics are important considerations in
skill acquisition and expertise research. Specifically, examining a
set of factors that potentially moderates both the predictive power
of practice and cognitive resources on performance brings exper-
tise research and individual differences research into the same
theoretical model. By incorporating multiple factors into a theo-
retical framework we are more likely to increase our understanding
of complex human performance.
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Received February 3, 2017
Revision received July 25, 2017
Accepted July 27, 2017
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15
TASK CHARACTERISTICS ON LEARNING AND PERFORMANCE
... We propose that task characteristics play an important role. Few studies have attempted to determine the various underlying task features that moderate the effect of practice on performance (Macnamara & Frank, 2018). One of the only task characteristics that has been investigated as a moderator of practice on performance is the consistent vs. variably mapped feature (e.g., Ackerman, 1987;Ackerman & Cianciolo, 2002;Ackerman & Woltz, 1994). ...
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This paper determines whether the “sequential difficulty effect” or SDE holds for complex information technology tasks. The SDE hypothesizes that users will perform worse on an easy task when given a difficult task first, as compared to when subjects are given an easy task first followed a difficult one. The experiment compares how business professionals perform a series of related BI tasks of varying difficulty. The task sequence was controlled in the experiment. The results did not support the SDE and indicate that the SDE might not be generalizable to more complex tasks. One significant difference in overall user performance was found for those who were presented with the most difficult task first and who successfully completed it. This finding supports the concept of “resource engagement” whereby the cognitive resources employed for the difficult task carry over into the following tasks for certain individuals.
Chapter
Scores on standardized tests of intelligence meaningfully predict certain real-world outcomes, including those reflecting performance in complex real-world tasks. At the same time, research on intelligence has been conducted in a largely acontextual fashion, overlooking the importance both of other individual-difference factors and environmental factors as co-determinants of complex task performance. In this chapter, I discuss this point focusing on the interplay between intelligence, domain knowledge, and the environment in complex task performance. This chapter sketches out a contextual view of intelligence that I believe will advance both research on intelligence and associated constructs (e.g., working memory, attention control) and the usefulness of findings from this research.
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Research evaluating the variables that influence learning has devoted inadequate attention to the influence of the amount of new material presented at one time. The current study evaluated the impact of varying instructional set size (ISS) on the rate at which elementary school students mastered multiplication facts while receiving constant time delay (CTD) instruction. Instructional time was equated across conditions. Instruction was provided for an ISS of five and 20 using CTD instruction for multiplication facts. ISS 20 was more efficient for two out of the three participants. This suggests a much larger efficient ISS than previous research. The implications of this finding for the importance of the instructional method in attempting to identify an efficient ISS, as well as the study’s connection to prior research, in this area are discussed.
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Objective:: We used this experiment to determine the degree to which cues to difficulty are used to make judgments of difficulty (JODs). Background:: Traditional approaches involve seeking to standardize the information people used to evaluate subjective workload; however, it is likely that conscious and unconscious cues underlie peoples' JODs. Method:: We designed a video game task that tested the degree to which time-on-task, performance-based feedback, and central cues to difficulty informed JODs. These relationships were modeled along five continuous dimensions of difficulty. Results:: Central cues most strongly contributed to JODs; judgments were supplemented by peripheral cues (performance-based feedback and time-on-task) even though these cues were not always valid. In addition, participants became more likely to rate the task as "easier" over time. Conclusion:: Although central cues are strong predictors of task difficulty, people confuse task difficulty (central cues), effort allocation and skill (performance-based feedback), and proxy cues to difficulty (time) when making JODs. Application:: Identifying the functional relationships between cues to difficulty and JODs will provide valuable insight regarding the information that people use to evaluate tasks and to make decisions.
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Previous research on basic information-processing tasks has suggested that there may be a dissociation between the underlying process determinants of task performance and associations with ability measures. This study investigates this dissociation in the context of a complex skill-learning task—an air traffic control simulation called TRACON. A battery of spatial, numerical, and perceptual speed ability tests were administered, along with extensive task practice. After practice, manipulations of task requirements and system consistency were introduced. Ability correlations with performance revealed a dissociation between some manipulations that have effects on performance means and the corresponding correlations with reference abilities. Implications for integrating experimental and differential approaches to explaining performance and possible avenues for improved selection measures are discussed.
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The theoretical framework presented in this article explains expert performance as the end result of individuals' prolonged efforts to improve performance while negotiating motivational and external constraints. In most domains of expertise, individuals begin in their childhood a regimen of effortful activities (deliberate practice) designed to optimize improvement. Individual differences, even among elite performers, are closely related to assessed amounts of deliberate practice. Many characteristics once believed to reflect innate talent are actually the result of intense practice extended for a minimum of 10 years. Analysis of expert performance provides unique evidence on the potential and limits of extreme environmental adaptation and learning.
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More than 20 years ago, researchers proposed that individual differences in performance in such domains as music, sports, and games largely reflect individual differences in amount of deliberate practice, which was defined as engagement in structured activities created specifically to improve performance in a domain. This view is a frequent topic of popular-science writing-but is it supported by empirical evidence? To answer this question, we conducted a meta-analysis covering all major domains in which deliberate practice has been investigated. We found that deliberate practice explained 26% of the variance in performance for games, 21% for music, 18% for sports, 4% for education, and less than 1% for professions. We conclude that deliberate practice is important, but not as important as has been argued.
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Tested the 2-process theory of detection, search, and attention presented by the current authors (1977) in a series of experiments. The studies (a) demonstrate the qualitative difference between 2 modes of information processing: automatic detection and controlled search; (b) trace the course of the learning of automatic detection, of categories, and of automatic-attention responses; and (c) show the dependence of automatic detection on attending responses and demonstrate how such responses interrupt controlled processing and interfere with the focusing of attention. The learning of categories is shown to improve controlled search performance. A general framework for human information processing is proposed. The framework emphasizes the roles of automatic and controlled processing. The theory is compared to and contrasted with extant models of search and attention. (31/2 p ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
Book
Speed in acquiring the knowledge and skills to perform tasks is crucial. Yet, it still ordinarily takes many years to achieve high proficiency in countless jobs and professions, in government, business, industry, and throughout the private sector. There would be great advantages if regimens of training could be established that could accelerate the achievement of high levels of proficiency. This book discusses the construct of ‘accelerated learning.’ it includes a review of the research literature on learning acquisition and retention, focus on establishing what works, and why. This includes several demonstrations of accelerated learning, with specific ideas, plans and roadmaps for doing so. The impetus for the book was a tasking from the Defense Science and Technology Advisory Group, which is the top level Science and Technology policy-making panel in the Department of Defense. However, the book uses both military and non-military exemplar case studies.
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Investigated the causes for large differences in difficulty of various isomorphic versions of the Tower of Hanoi problem in 6 experiments with 191 undergraduates. Since isomorphism rules out size of task domain as a determinant of relative difficulty, the present experiments identified causes for the differences in problem representation. Results show that (1) the solution process depended on Ss' expertise in utilizing problem rules to make moves, (2) the automation of the rule-using behavior was a necessary precursor to planning behavior, and (3) a small amount of planning capability enabled a rapid solution. (38 ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)