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Reducing cognitive load through the worked example effect within a serious game environment

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  • Zurich Unversity of Teacher Education
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Educational games are commonly used to motivate students and provide enhanced learning opportunities. Apps and mobile games play an increasingly important role in education and smartphones are part of the daily lives of most female teenagers: Half of mobile gamers are women and 64% of women prefer smartphones to other platforms. However, gender differences in playing behaviour and preferences raises concerns about potential gender inequalities when games are developed for education. In order to develop a tutorial game that suits the female target group and provides challenging tasks to solve, girls were involved at a very early stage of the development cycle and the idea was developed on the basis of surveys and focus group discussions. A first prototype of the game has been tested in a mixed-gender group to get feedback about the learning content, the worked examples, and the whole structure of the game. Finally, a tutorial game with six worked examples has been released in our Luna&Cat app, a programming tool that has been designed for our female target group in particular.
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Abstract Cognitive load theory has been designed to provide guidelines intended to assist in the presentation of information in a manner that encourages learner activities that optimize intellectual performance. The theory assumes a limited capacity working memory that includes partially independent subcomponents to deal with auditory/verbal material and visual/2- or 3-dimensional information as well as an effectively unlimited long-term memory, holding schemas that vary in their degree of automation. These structures and functions of human cognitive architecture have been used to design a variety of novel instructional procedures based on the assumption that working memory load should be reduced and schema construction encouraged. This paper reviews the theory and the instructional designs generated by it.
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Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful games. The proposed model was evaluated through a business simulation game. The interviews indicated that authenticity, collaboration and learning by doing were found to be the most important characteristics of effective educational games. Results also showed that the proposed model describes well the problem-based gaming process in which the reflection phase seems to be a vital factor. The outcome of the reflection phase may be personal synthesis of knowledge, validation of hypothesis laid or a new playing strategy to be tested. However, because of the small sample size of this study, more research on the topic is recommended. Especially, ways to support reflection in games needs to be studied.
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Research has demonstrated that instruction that relies more heavily on example study is more effective for novices’ learning than instruction consisting of problem solving. However, ‘a heavier reliance on example study’ has been implemented in different ways. For example, worked examples only (WE), example-problem pairs (WE-PS), or problem-example pairs (PS-WE) have been used. This study investigated the effectiveness of all three strategies compared to problem solving only (PS), using electrical circuits troubleshooting tasks; participants were secondary education students who were novices concerning those tasks. Based on prior research, it was hypothesized and confirmed that WE and WE-PS would lead to lower cognitive load during learning and higher learning outcomes than PS. In addition, the open questions of whether there would be any differences between WE and WE-PS, and whether there would be any differences between PS-WE and PS were explored. Results showed no differences between WE and WE-PS or between PS-WE and PS. This study can inform instructional designers on which example-based learning strategies to implement: it does not seem necessary to alternate example study and problem solving, but when doing so, example-problem pairs should be used rather than problem-example pairs.
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Cognitive load theory provides guidelines for improving the training of complex cognitive skills and their transfer to new situations. One guideline states that extraneous cognitive load that is irrelevant to the construction of cognitive schemata should be minimised. Experiment 1 (N=26) compares completion problems, conventional problems, and a learner-controlled con-dition in which learners may choose between problem formats. Completion problems decrease cognitive load during training and have a zero or positive effect on transfer performance. A second guideline states that germane cognitive load that is directly relevant to schema construc-tion should be optimised. In Experiment 2 (N=69) practice schedules of either high or low contextual interference are compared (HCI and LCI). HCI increases cognitive load during training and shows a trend towards higher transfer performance. Experiment 3 (N=87) com-bines both guidelines in a factorial experiment with the factors problem format (completion vs. conventional) and contextual interference (HCI vs. LCI). It is hypothesised that redirecting attention from extraneous to germane processes will improve training efficiency, i.e. positively affect the balance between cognitive load during training and transfer test performance. In support of this hypothesis, it is found that the completion-HCI group shows highest training efficiency. But transfer test performance for this group is disappointing. The results are dis-cussed in relation to the operationalisation of HCI in combination with completion problems. (J.J.G. van Merriënboer). 1 Marcel de Croock is now at the Open University of the Netherlands.
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Intelligent tutoring systems are highly interactive learning environments that have been shown to improve upon typical classroom instruction. Cognitive Tutors are a type of intelligent tutor based on cognitive psychology theory of problem solving and learning. Cognitive Tutors provide a rich problem-solving environment with tutorial guidance in the form of step-by-step feedback, specific messages in response to common errors, and on-demand instructional hints. They also select problems based on individual student performance. The learning benefits of these forms of interactivity are supported, to varying extents, by a growing number of results from experimental studies. As Cognitive Tutors have matured and are being applied in new subject-matter areas, they have been used as a research platform and, particularly, to explore interactive methods to support metacognition. We review experiments with Cognitive Tutors that have compared different forms of interactivity and we reinterpret their results as partial answers to the general question: How should learning environments balance information or assistance giving and withholding to achieve optimal student learning? How best to achieve this balance remains a fundamental open problem in instructional science. We call this problem the “assistance dilemma” and emphasize the need for further science to yield specific conditions and parameters that indicate when and to what extent to use information giving versus information withholding forms of interaction.
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Although problem solving is regarded by most educators as among the most important learning outcomes, few instructional design prescriptions are available for designing problem-solving instruction and engaging learners. This paper distinguishes between well-structured problems and ill-structured problems. Well-structured problems are constrained problems with convergent solutions that engage the application of a limited number of rules and principles within well-defined parameters. Ill-structured problems possess multiple solutions, solution paths, fewer parameters which are less manipulable, and contain uncertainty about which concepts, rules, and principles are necessary for the solution or how they are organized and which solution is best. For both types of problems, this paper presents models for how learners solve them and models for designing instruction to support problem-solving skill development. The model for solving well-structured problems is based on information processing theories of learning, while the model for solving ill-structured problems relies on an emerging theory of ill-structured problem solving and on constructivist and situated cognition approaches to learning.
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Recently it has been argued that the worked-example effect, as postulated by Cognitive Load Theory, might only occur when compared to unsupported problem-solving, but not when compared to well-supported or tutored problem-solving as instantiated, for example, in Cognitive Tutors. In two experiments, we compared a standard Cognitive Tutor with a version that was enriched with faded worked examples. In Experiment 1, students in the example condition needed less learning time to acquire a comparable amount of procedural skills and conceptual understanding. In Experiment 2, the efficiency advantage was replicated. In addition, students in the example condition acquired a deeper conceptual understanding. The present findings demonstrate that the worked-example effect is indeed robust and can be found even when compared to well-supported learning by problem-solving.
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Worked examples are instructional devices that provide an expert's problem solution for a learner to study. Worked-examples research is a cognitive-experimental program that has relevance to classroom instruction and the broader educational research community. A frame- work for organizing the findings of this research is proposed, leading to instructional design principles. For instance, one instructional design principle suggests that effective examples have highly integrated components. They employ multiple modalities in presentation and emphasize conceptual structure by labeling or segmenting. At the lesson level, effective instruction employs multiple examples for each conceptual problem type, varies example formats within problem type, and employs surface features to signal deep structure. Also, examples should be presented in close proximity to matched practice problems. More- over, learners can be encouraged through direct training or by the structure of the worked example to actively self:explain examples. Worked examples are associated with early stages of skill development, but the design principles are relevant to constructivist research and teaching.
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