"Expert" and "novice" subjects’ approaches to genetic problem solving in a computer-based setting

1990 ◽  
Vol 20 (1) ◽  
pp. 171-180 ◽  
Author(s):  
Judith F. Kinnear ◽  
Patricia E. Simmons
Author(s):  
Philipp Sonnleitner ◽  
Martin Brunner ◽  
Ulrich Keller ◽  
Romain Martin ◽  
Thibaud Latour

2002 ◽  
Author(s):  
Jody J. Illies ◽  
Jennifer A. Nies ◽  
Roni Reiter-Palmon

2014 ◽  
Vol 106 (3) ◽  
pp. 608-626 ◽  
Author(s):  
Frank Goldhammer ◽  
Johannes Naumann ◽  
Annette Stelter ◽  
Krisztina Tóth ◽  
Heiko Rölke ◽  
...  

1990 ◽  
Vol 27 (3) ◽  
pp. 533-556 ◽  
Author(s):  
H. Lee Swanson ◽  
James E. O’Connor ◽  
John B. Cooney

2011 ◽  
pp. 1354-1366
Author(s):  
Jae Yeob Jung ◽  
Hyung Sung Park

The purpose of this chapter is to explore how learning, by making games, can provide opportunities for higher-order thinking such as problem solving, decision-making, and knowledge construction in children. As the game design process involves students drawing on multiple intelligences, it often provides students who are typically not successful in school with a chance to see themselves as capable members of the classroom learning community. In the classroom, computer-based game-making activities give students the opportunity to create lively interactive simulations for any subject, for any grade level, and can be used by students with a wide variety of learning styles. Game making can be used as an alternative way for students to communicate information and demonstrate their knowledge and understanding.


1969 ◽  
Vol 2 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Patrick Suppes ◽  
Elizabeth F. Loftus ◽  
Max Jerman

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