A Problem Solving Approach to Movement Skill Acquisition: Implications for Special Populations

1990 ◽  
pp. 107-131 ◽  
Author(s):  
M. Bouffard ◽  
A.E. Wall
2011 ◽  
pp. 1495-1512
Author(s):  
Robert D. Tennyson ◽  
Robert L. Jorczak

Impressed by the motivation and effort displayed by players of complex and highly interactive electronic games, psychological researchers seek to apply gaming techniques to enhance globalization of diverse populations in problem solving and decision making. Researchers are interested in identifying characteristics of entertainment games that influence player motivation and learning. From the perspective of Interactive Cognitive Complexity theory, researchers need to examine how game variables relate to key learning components, including learner affect, cognitive strategy, and knowledge/skill acquisition. From a learning perspective, video simulation games are primarily a series of problem solving interactions set in a specific virtual context and using various learning aids that support the solving of problems to achieve the object of the game. Cognitive problem solving factors and strategies are; therefore, key independent variables for learning game studies. In creating such a framework, the authors propose five conceptual categories of instructionally relevant game variables: (1) virtual context, (2) problem specification, (3) interaction and control, (4) learning support, and (5) social interaction. Proposed is that electronic gaming methodology, founded in cognitive learning theory, will enhance efficient and effective development efforts to improve learning of global management strategies.


2021 ◽  
pp. 93-116
Author(s):  
John Toner ◽  
Barbara Gail Montero ◽  
Aidan Moran

What role might intuition and deliberation play during the performance of well-learned skills? Dreyfus and Dreyfus’ (1986) influential phenomenological analysis of skill-acquisition proposes that expert performance is guided by non-cognitive responses which are fast, effortless, and intuitive in nature. Although Dreyfus and Dreyfus (1986) recognize that, on occasions (e.g. when performance goes awry for some reason), a form of ‘detached deliberative rationality’ may be used by experts to improve their performance, they see no role for calculative problem solving or deliberation (i.e. drawing on rules or mental representations) when performance is going well. The current chapter counters this argument by drawing on empirical evidence and phenomenological description to argue that skilled performers use cognitive control (an executive function) across a range of sporting situations (i.e. in training, pre-performance routines, on-line skill execution) in order to maintain and enhance performance proficiency.


2006 ◽  
Vol 256 (6) ◽  
pp. 388-394 ◽  
Author(s):  
Alp Üçok ◽  
Sibel Çakır ◽  
Zekiye Çetinkaya Duman ◽  
Aysun Dişcigil ◽  
Pinar Kandemir ◽  
...  

Author(s):  
Robert D. Tennyson ◽  
Robert L. Jorczak

Impressed by the motivation and effort displayed by players of complex and highly interactive electronic games, psychological researchers seek to apply gaming techniques to enhance globalization of diverse populations in problem solving and decision making. Researchers are interested in identifying characteristics of entertainment games that influence player motivation and learning. From the perspective of Interactive Cognitive Complexity theory, researchers need to examine how game variables relate to key learning components, including learner affect, cognitive strategy, and knowledge/skill acquisition. From a learning perspective, video simulation games are primarily a series of problem solving interactions set in a specific virtual context and using various learning aids that support the solving of problems to achieve the object of the game. Cognitive problem solving factors and strategies are; therefore, key independent variables for learning game studies. In creating such a framework, the authors propose five conceptual categories of instructionally relevant game variables: (1) virtual context, (2) problem specification, (3) interaction and control, (4) learning support, and (5) social interaction. Proposed is that electronic gaming methodology, founded in cognitive learning theory, will enhance efficient and effective development efforts to improve learning of global management strategies.


1988 ◽  
Vol 13 (3) ◽  
pp. 175-186 ◽  
Author(s):  
Patricia L. Amish ◽  
Ellis L. Gesten ◽  
Janet K. Smith ◽  
Hewitt B. Clark ◽  
Cynthia Stark

A 15-lesson social problem-solving training program was developed and implemented with 25 severely disturbed children enrolled in a special day treatment school. Trained children generated significantly more alternative solutions at posttesting than did matched control youngsters. Follow-up analyses indicated a larger number of antisocial responses from trained as opposed to untrained children. No adjustment differences were found at posttesting. Issues related to generalization of skill acquisition from the cognitive to behavioral domain are discussed.


1987 ◽  
Vol 31 (6) ◽  
pp. 652-656 ◽  
Author(s):  
Arthur D. Fisk

Two experiments examined the effects of inter-component consistency on skill acquisition in a class of cognitive demanding tasks requiring rapid integration of information as well as rapid application of rules. The role of consistency of external stimulus-to-rule linkage in facilitating the learning and performing of a rule-based classification task was examined. The present data have implications for the understanding and training of skilled problem solving tasks. When training allows the development of automatization of subcomponents of the problem solving activity, the chance of memory overload is reduced. The present data point to one such trainable subcomponent clearly present in most real-world problem solving situations - the perceptual and rule-based components.


Author(s):  
Barry P. Goettl ◽  
Wayne L. Shebilske ◽  
Cathy Connolly-Gomez ◽  
Linda Robertson-Schulé

One class of theories of the spacing effect suggests that arousal may inhibit learning during massed practice. The goal of this study was explore the role of exercise on the spacing effect. Participants practiced three complex tasks (i.e., Space Fortress, algebra word problems, and a desk-top flight simulator) under four training conditions. Participants trained under massed or alternating task modules regimes, with or without moderate exercise. Results indicated that alternating tasks enhanced acquisition and retention performance on Space Fortress. In addition, exercise inhibited retention performance. These same trends were obtained for algebra word problem solving and for a desktop flight simulator task. These findings replicate previous studies showing an advantage for alternating task modules and challenge theories suggesting that the spacing effect is the result of deficient processing due to lower arousal level. Results suggest that exercise may reduce mental rehearsal or implicit processes that alternating task modules promote.


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