How Do We Analyze Problems and Systems?

We the Gamers ◽  
2021 ◽  
pp. 171-190
Author(s):  
Karen Schrier

Chapter 11 describes how games may help people practice problem-solving skills such as analyzing solutions and systems. How are social and civic problems solved, and how might games support this? How might games help to understand problems as being dynamic and systemic? The chapter includes an overview of why problem-solving and systems thinking matter in civics and ethics, and why games may support this. It also includes the limitations of using games to explore problems, and how to minimize those limitations. Finally, it reviews strategies that teachers can take to use games to practice problem-solving and systems analysis skills. It opens with the example of the game Plague Inc., and also shares four examples-in-action: Happy Farm, Papers, Please, Quandary, and Vox Pop.

2014 ◽  
Vol 31 (5) ◽  
pp. 346-356 ◽  
Author(s):  
Chwee Beng Lee ◽  
Keck Voon Ling ◽  
Peter Reimann ◽  
Yudho Ahmad Diponegoro ◽  
Chia Heng Koh ◽  
...  

Purpose – The purpose of this paper is to argue for the need to develop pre-service teachers’ problem solving ability, in particular, in the context of real-world complex problems. Design/methodology/approach – To argue for the need to develop pre-service teachers’ problem solving skills, the authors describe a web-based problem representation system that is embedded with levels of scaffolding to support the claim. Findings – The authors’ conceptualisation of this cloud-based environment is also very much aligned with the development of pre-service teachers’ systems thinking. Teacher learning itself is a complex system that involves many processes, mechanisms and interactions of elements, and the outcomes may be highly unpredictable (Opfer and Pedder, 2011). As a result of the complex nature of teacher learning, it would be meaningful to frame teacher learning as a complex system. An approach to enable pre-service teachers to be aware of this complexity is to situate them in a systems thinking context. Originality/value – This paper discusses a system which was developed for problem solving. The levels of adaptive scaffoldings embedded within the system is an innovation which is not found in other similar research projects.


1989 ◽  
Vol 5 (2) ◽  
pp. 221-243 ◽  
Author(s):  
Ellen B. Mandinach

The Systems Thinking and Curriculum Innovation (STACI) Project is a multi-year research effort intended to examine the cognitive impact of learning from a systems thinking approach to instruction and from using simulation-modeling software. Systems thinking is an analytic problem solving tool that can be integrated into courses to supplement and enhance instruction in a variety of content areas. The purpose of the study is to test the potentials and effects of using the technology-based approach in secondary school curricula to teach content-specific knowledge as well as general problem solving skills. The research focuses on the effects of introducing a software environment that enables students to learn from and make concrete multiple representations of scientific, mathematical, and historical phenomena.


2020 ◽  
Vol 1 (1) ◽  
pp. 38-47
Author(s):  
Aaron McKim ◽  
Robert McKendree

Problems within agriculture, food, and natural resource (AFNR) systems are increasingly complex, expanding the need for students to develop problem-solving abilities alongside an understanding of their own thinking. In this effort, we explored the problem-solving abilities, metacognition, and systems thinking of current AFNR secondary school students. A descriptive correlational study design was employed. Data were collected via an online, Qualtrics survey. Student responses on the metacognition, systems thinking, and problem-solving ability survey items suggested opportunities for increased focus on these areas throughout their educational experience. In addition, statistically significant relationships between metacognition and systems thinking and systems thinking and problem-solving ability reinforced the importance of these topics within AFNR Education. Recommendations emerging from this work include additional emphasis on metacognition, systems thinking, and problem-solving skills within secondary school AFNR classrooms; utilization of specific strategies to increase systems thinking; operationalizing specific strategies to increase metacognitive knowledge and metacognitive regulation; along with a cross-cutting recommendation for teachers to make their thinking more explicit during instruction to increase metacognition, systems thinking, and problem-solving skills among learners.


Author(s):  
Michelle Aubrecht

Game-based learning is a dynamic and powerful way to engage students to develop evidence-based reasoning, analytical and critical thinking skills, problem-solving skills, systems thinking, and connect with peers, all of which are 21st century skills. Games can lead students to become participatory learners and producers instead of passive recipients. This chapter considers the following three approaches to using games with students: (1) an instructor makes a game for a specific learner outcome, (2) students make a game, and (3) an instructor uses a commercial or online game. The chapter emphasizes the second and third methods. Specific examples of how games are being used with students illustrate ways to teach with games.


2017 ◽  
Vol 5 (2) ◽  
pp. 920
Author(s):  
Dir Indarmaji ◽  
Endang Susantini ◽  
Tjipto Prastowo

This research aimed to produce science learning material guided inquiry base a feasible to practice problem solving skills on topic mirror. The learning material was tested to VIII grade students of SMPN 1 Sedati Sidoarjo of the academic year 2014/2015. This research was one which used 4-D model development that was modified 3D (dissemination stage is not done). The test device used one group pretest-posttest design. Result of the research showed validity of learning material well categorized and could be used in learning with few revisions resulted realibility in RPP assessment, worksheet, student learning result and problem solving skills as much as 98%, 98,70%, (95,80% and 98,60%), and 98,82%. Based on result, research discussion, could be summarized that guided inquiry based science learning material to practice problem solving skills on topic mirror is feasible to be used in learning. Penelitian ini bertujuan untuk menghasilkan perangkat pembelajaran IPA berbasis inkuiri terbimbing yang layak untuk melatihkan keterampilan memecahkan masalah pada pokok bahasan cermin. Perangkat pembelajaran tersebut diujikan pada siswa kelas VIII SMPN 1 Sedati Sidoarjo tahun pelajaran 2014/2015. Penelitian ini merupakan penelitian pengembangan dengan model 4-D yang dimodifikasi menjadi 3D (tahap desiminasi tidak dilakukan). Rancangan ujicoba perangkat menggunakan one group pretest-posttest design. Hasil penelitian menunjukkan validitas perangkat pembelajaran berkategori baik dan dapat digunakan dalam pembelajaran dengan sedikit revisi diperoleh reliabilitas penilaian RPP, LKS, hasil belajar siswa, dan keterampilan memecahkan masalah sebesar 98%, 98,70%, (95,80% dan 98,60%), dan 98,82. Berdasarkan hasil dan diskusi penelitian, dapat disimpulkan bahwa perangkat pembelajaran IPA berbasis inkuiri terbimbing untuk melatihkan keterampilan memecahkan masalah pada pokok bahasan cermin layak digunakan dalam pembelajaran.


2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Won Sun Chen ◽  
Jordy Kaufman

Immersive virtual reality (IVR) technology has demonstrated positive educational outcomes related to its use and is gaining traction in educational and training settings; IVR is expected to have widespread adoption within the classroom in the upcoming years. However, the educational potential of IVR has not been thoroughly investigated, especially as a tool for problem-solving skills. Therefore, this study was designed to answer the following questions: (1) Is IVR a useful tool to learn and practice problem-solving skills? More specifically, do children using IVR solve a game better than those using a tablet application or a board game? (2) Does IVR provide a more engaging experience for children to practice problem-solving skills than on a tablet or a board game? (3) Do problem-solving skills learned with IVR technology transfer to real-life (physical game)? Children (n = 120) aged 7–9.9 years were randomly assigned to a problem-solving game in one of three conditions: board game, tablet, or IVR. The results showed that, overall, the percentage of children who completed the problem-solving game was higher in the IVR condition (77.5%), compared with those in the tablet (32.5%) or board game (30%) conditions. We also found that the interest and enjoyment scores of participants using IVR were significantly higher than participants in the other two conditions, and that the children in the IVR condition were able to learn how to solve the problem and transfer their learning to the physical game. IVR is a technology capable of engaging interest and motivating the user, as well as having the potential to assist in cognitive processing and knowledge transfer.


2019 ◽  
Vol 3 (1) ◽  
pp. 11-19
Author(s):  
Iyoh Maspiroh ◽  
Bambang Subali

This study aimed to develop problems-based computer-assisted instruction in biology learning on waste material and its effectiveness on the ability of learners to solve the problem. This research was adapted from the model of development that includes ADDIE analyze, design, develop, implement, and evaluate. Test subjects in this study were the students of grade X at SMA Negeri 1 Magelang. Data were collected through questionnaires, observations, and test of problem-solving skills. The results showed that computer-assisted instruction effectively used to practice problem-solving. This was seen in the mode and the mean on experimental class higher than the control class. It was also seen at Anacova test followed by t-test at the 0.05 significance level result that media used in the experimental class were able to show better achievement than traditional learning in control class.


2021 ◽  
Vol 2 (4) ◽  
pp. 416-431
Author(s):  
Desy Muwaffaqoh ◽  
Tjandra Kirana ◽  
Fida Rachmadiarti

Problem solving skills are needed by students to solve problems that arise in everyday life. Innovation in learning is needed so that students can achieve the basic competencies and apply 21st-century skills, in the form of interactive, collaborative learning models. One of the innovations is using the Project-Based Learning learning model with the E-book of plant anatomy structures. This study aims to develop an E-book of PjBL-based plant anatomy structures to practice problem-solving skills which are declared valid in terms of theoretical and empirical aspects. The theoretical aspect is viewed from the results of the validity. Empirical aspects in terms of learning outcomes, student responses, and readability. The development model used is 4D. The research was carried out at the UNESA Postgraduate Program in June-August 2020. The target of this research was an online E-book on the structure of plant anatomy based on Project Based Learning which was tested on ten students of Muhammadiyah 1 Gresik senior high school in February 2021. The instruments used were validation sheets, student response sheets, and fry chart sheets. The data were analyzed descriptively quantitatively. The results showed that the PjBL-based E-book of plant anatomical structures was theoretically feasible based on the validation results obtained an categories very valid and empirically feasible based on student learning outcomes (N-gain of moderate categories). Based on this description, a PjBL E-book of plant anatomy structures to train students' problem-solving skills is feasible theoretically and empirically.


2016 ◽  
Vol 32 (1) ◽  
pp. 52-60 ◽  
Author(s):  
Katarina Krkovic ◽  
Sascha Wüstenberg ◽  
Samuel Greiff

Abstract. Skilful collaborative problem-solving is becoming increasingly important in various life areas. However, researchers are still seeking ways to assess and foster this skill in individuals. In this study, we developed a computer-assisted assessment for collaborative behavior (COLBAS) following the experiment-based assessment of behavior approach (objective personality tests; Cattell, 1958 ). The instrument captures participants’ collaborative behavior in problem-solving tasks using the MicroDYN approach while participants work collaboratively with a computer-agent. COLBAS can thereby assess problem-solving and collaborative behavior expressed through communication acts. To investigate its validity, we administered COLBAS to 483 German seventh graders along with MicroDYN as a measure of individual problem-solving skills and questions regarding the motivation to collaborate. A latent confirmatory factor analysis suggested a five-dimensional construct with two problem-solving dimensions (knowledge acquisition and knowledge application) and three collaboration dimensions (questioning, asserting, and requesting). The results showed that extending MicroDYN to include collaborative aspects did not considerably change the measurement of problem-solving. Finally, students who were more motivated to collaborate interacted more with the computer-agent but also obtained worse problem-solving results.


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