The Genetics Lab - A new computer-based problem solving scenario to assess intelligence

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 ◽  
...  

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

2019 ◽  
Vol 47 (2) ◽  
pp. 67-75 ◽  
Author(s):  
Youngjin Lee

Purpose The purpose of this paper is to investigate an efficient means of estimating the ability of students solving problems in the computer-based learning environment. Design/methodology/approach Item response theory (IRT) and TrueSkill were applied to simulated and real problem solving data to estimate the ability of students solving homework problems in the massive open online course (MOOC). Based on the estimated ability, data mining models predicting whether students can correctly solve homework and quiz problems in the MOOC were developed. The predictive power of IRT- and TrueSkill-based data mining models was compared in terms of Area Under the receiver operating characteristic Curve. Findings The correlation between students’ ability estimated from IRT and TrueSkill was strong. In addition, IRT- and TrueSkill-based data mining models showed a comparable predictive power when the data included a large number of students. While IRT failed to estimate students’ ability and could not predict their problem solving performance when the data included a small number of students, TrueSkill did not experience such problems. Originality/value Estimating students’ ability is critical to determine the most appropriate time for providing instructional scaffolding in the computer-based learning environment. The findings of this study suggest that TrueSkill can be an efficient means for estimating the ability of students solving problems in the computer-based learning environment regardless of the number of students.


Sign in / Sign up

Export Citation Format

Share Document