The Simulation of Situation Models Aids Analogical Transfer Between Algebra Problems

2016 ◽  
Vol 15 (3) ◽  
pp. 428-443
Author(s):  
Ricardo Minervino ◽  
Máximo Trench

Several studies on analogical transfer to algebra word problems have demonstrated that adapting solutions learned from worked examples to nonisomorphic problems of the same type is challenging and that most instructional aids do not alleviate this difficulty. At the same time, various authors have suggested that transfer difficulties sometimes originate in students’ lack of disposition to relate algebraic formulas to the real-world situations to which they refer. We designed a noninteractive intervention encouraging students to elaborate situation models for base and target problems, and to ground algebraic formalisms in these representations. One experimental group simulated situation models by physical object manipulation, whereas another experimental group performed those simulations mentally. Both conditions outperformed a control group that did not run simulations. This intervention was more effective when the transformations posed by target problems were intrinsically more difficult to assimilate into the learned equation. Implications for the design of instructional interventions are discussed.

2005 ◽  
Vol 32 (2) ◽  
pp. 110-113 ◽  
Author(s):  
Jessica L. Lakin ◽  
Aaron L. Wichman

This article evaluates a writing assignment in which social psychology students gathered examples from outside the classroom (e.g., cartoons, movies) and analyzed them with course material. Compared to a control group, students who completed the assignment learned that it was easier to apply social psychology to the real world. A follow-up survey 9 months later demonstrated that this effect persisted. Students who completed the assignment also valued social psychology more and believed they had learned more in their social psychology course.


2021 ◽  
Vol 10 (24) ◽  
pp. 5786
Author(s):  
Adriana Roncella ◽  
Christian Pristipino ◽  
Oretta Di Carlo ◽  
Matteo Ansuini ◽  
Angela Corbosiero ◽  
...  

Psychosocial factors play an important role in non-communicable diseases (NCDs). This observational study is primarily aimed at assessing the relationship of psychological characteristics of patients with the outcomes of different NCDs, and to assess short-term psychotherapy (STP) efficacy in the real world. Methods: One hundred and forty patients with recent acute myocardial infarction, Takotsubo syndrome, or non-metastatic breast cancer and a control group of 140 age and sex-matched healthy subjects, will be enrolled. All subjects will be administered psychometric tests, quality of life tests, a specific body perception questionnaire, a dream questionnaire, and a projective test, the Six Drawing test at baseline and follow-up. All subjects with medical conditions will be asked to freely choose between an ontopsychological STP along with standard medical therapy and, whenever indicated, rehabilitation therapy or medical therapy plus rehabilitation alone. The study endpoints will be to evaluate: the relationship of the psychological characteristics of enrolled subjects with the outcomes of different NCDs, predictors of the choice of psychotherapy, and the efficacy of ontopsychological intervention on psychological and medical outcomes. Conclusion: This study will generate data on distinctive psychological characteristics of patients suffering from different CDs and their relationship with medical outcomes, as well as explore the efficacy of ontopsychological STP in these patients in the real world. (Number of registration: NCT03437642).


2020 ◽  
Author(s):  
Xiaoyang Yu

The first-order change is the change of the state of a physical object (or pattern) which is governed by the physical laws (or rules). The second-order change is the change of the state of a physical object (or pattern) which breaks the physical laws (or rules), so it is impossible in real world. In Conway’s Game of Life, within a pattern (pattern-A), a deterministic algorithm (algorithm-A) is used to solve a problem of the real world. (Actually, this problem will be automatically solved by the first-order change.) Inside algorithm-A, a model (model-AW) is created to represent the real world, and a second-order change can be applied to model-AW. If algorithm-A realized itself to be a deterministic algorithm inside a pattern, and realized that a second-order change is impossible to the real world, while a second-order change is possible to its model of the real world (model-AW), then algorithm-A can distinguish the real world and its model (model-AW) conceptually through this difference. The physical interactions among any number of elementary particles are governed by physical laws. If the time in our universe is discrete, our universe is a stochastic cellular automaton, and each generation is computed out based on the precedent generation and updating rules; let us call this computation the first-order computation. Conscious experience and the feeling of free will, are the results of the first-order computation; they have no impact to the first-order computation. Due to the completely subjective nature of the conscious experience, it’s impossible to reach any agreement on the nature of the conscious experience between any two individuals.


2019 ◽  
Author(s):  
Stefan Carlo Michalski ◽  
Ancret Szpak ◽  
Dimitrios Saredakis ◽  
Tyler Ross ◽  
Mark Billinghurst ◽  
...  

Objective: The present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis.Background: A key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse.Design: Real-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor. Method: Fifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants’ backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency).Results: VR training significantly improved participants’ real-world table tennis performance compared to a no-training control group in both quantitative (p<.001, partial eta2 = .301) and quality of skill assessments (p<.001, Cohen’s d = 1.10).Conclusions: This study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task.


2016 ◽  
Vol 7 (6) ◽  
pp. 1136
Author(s):  
Zohre Asgari Rad ◽  
Andisheh Saniei

The present study is an attempt to investigate the effective of using projected visuals, pictures in the form of slides displayed through projectors, in teaching English collocations on students’ learning. To this end, 60 Iranian EFL learners were selected out of 90 based on their performance on a language proficiency test, PET, and were assigned randomly into two homogeneous groups of control and experimental. Both groups took a 40-item researcher-made, validated pretest of collocations whose reliability was calculated as 0.74 through KR-21. 130 collocations were presented to each group in ten sessions through ten tables which consisted of 10 to 15 collocations with their L2 definitions and L1 (Persian) equivalents. The control group was required to make sentences, including the newly instructed collocations following the examples provided by the instructor, while the experimental group was shown a set of slides related to the newly-instructed collocations and was asked to determine the intended collocation related to each picture. After receiving ten treatment sessions, both groups took the posttest. The collected data were analyzed through ANCOVA and the results indicated that the experimental group significantly outperformed the control group. Therefore, the use of visuals as instructional aids in teaching English collocations is proved helpful and recommended to those EFL instructors who are seeking for enhancing their students’ learning through more effective materials.


2000 ◽  
Vol 4 (2) ◽  
pp. 65-74
Author(s):  
Mahtash Esfandiari ◽  
Marilyn L. Kourilsky

This study investigated the effects of Entrepreneur Invention Society - an experienced-based instructional intervention - on children's knowledge of entrepreneurship and on their perceptions of business locus of control. 193 sixth-grade students, randomly assigned to eight classes, participated in the study; there were 95 males and 98 females. 101 of the participants were in the experimental group and 92 were in the control. The experimental group experienced the curriculum for a total of 30 hours over three months. The goal of the intervention was to integrate the process of invention with the knowledge, skills, and attitudes of entrepreneurship. The control group spent an equivalent amount of time participating in science education units on inventors and the invention process. The experimental and control groups were post-tested on knowledge of entrepreneurship and business locus of control, both of which were impacted positively by Entrepreneur Invention Society. No significant gender differences were found. The discussion highlights the importance of instructional interventions that appear to be effective in enhancing entrepreneurship concept acquisition as well as internal locus of control.


2019 ◽  
Vol 27 (1) ◽  
pp. 151-162
Author(s):  
Eugene Ch'ng

The First Original Copy refers to any first true 3D facsimile of a digitally reproduced physical object. The notion of a copy being the first and original implies that it is unique and therefore the approach used for managing rights and ownership influences its value. Whilst virtual goods traded within virtual worlds are subject to rules and policies, the production of digital objects in the real world does not have a mechanism from which rarity and uniqueness can be guaranteed. Digital copies are subject to further copying and thus, the value of even an exact copy can never be perceived to be equivalent to its original. Through what means can we imbue 3D reproductions of cultural objects with value that is at least asymptotic to their originals? There may be a candidate solution. Discussed in this article is a possible approach for resolving a long-term issue related to authenticity, ownership, perpetuity, and the quantitative tracking of value associated with 3D copies. Blockchains essentially bring the systemic management of virtual objects within virtual worlds into the real world. This forum article examines the candidate solution by answering the questions above, and discusses the issues associated with the concept of the First Original Copy.


2021 ◽  
Author(s):  
Farideh Yazdanpanah ◽  
Azizallah Dehghan ◽  
Leila Bazrafkan

Abstract Background: Simulators-Based Education is any type of educational activity that uses simulation of clinical scenarios to increase students’ awareness and skills. Simulation environments are able to create a place for students to expand their competencies in specialized skills without posing a risk to patients. In simulation, an attempt is made to bring the learning conditions so close to the real conditions, so that the learned concepts can be transferred to the real world.Methods: This is a quasi-experimental study. The statistical populations of the study were nursing and operating room (OR) students of Larestan University of Medical Sciences who were selected using census method. A total of 192 students participated in this study, which 96 students were in the control group and 96 students were in the experimental group. At the beginning of the study, students of both groups participated in the pre-test. In this study low-fidelity simulation was used to train control group, and in the experimental group training, medium- and high-fidelity simulation were applied. The post-test was performed after completion of the training program of both groups. 4 instruments were used for data collection. The data were analyzed using SPSS software (version 20.0). Results: The results of this study showed that students in the experimental group scored significantly higher in knowledge domain compare to control group students, and also performed better in the objective structured clinical examination (OSCE) (P<0.001). Also, this study showed that the average total score of students’ attitudes towards the role of simulators in the experimental group is higher than the control group. Statistical relationship was significant in some factors such as “patients’ safety (P= 0.014)”, “increasing the student's self-confidence (P= 0.041)”, “connecting the topics taught in the theoretical units (P= 0.024)”. Also, statistical relationship was meaningful in training with low-fidelity models which stated “it was not a reliable learning experience (P= 0.004)”.Conclusions: Simulation is an effective method for better teaching­-learning that can increase knowledge, improve clinical competence, feel more confident and integrate knowledge in a safe and controlled environment.


2020 ◽  
Vol 51 (04) ◽  
pp. 259-266
Author(s):  
Young Sub Hwang ◽  
Jeong-Yi Kwon

Abstract Objective To determine whether modified constraint-induced movement therapy (mCIMT) with continuous restraint is feasible and effective in improving the use of the paretic arm in the real world among infants and toddlers with unilateral cerebral palsy (CP). Design Single-blind randomized controlled trial. Setting Tertiary hospital. Participants Children aged 7 to 36 months with unilateral CP (N = 24; 16 boys, 8 girls). Intervention The experimental group received 2-hour clinic-based mCIMT sessions (5 days per week for 3 weeks), and a continuous restraint was applied. Main Outcome Measures Standardized assessments were conducted. Peabody Developmental Motor Scales-2 (PDMS-2), Gross Motor Function Measure-66, Pediatric Motor Activity Log (PMAL), and Pediatric Evaluation of Disability Inventory were measured pre- and postintervention. Children who agreed to participate in the accelerometer study additionally wore accelerometers on both their wrists for 3 days before and after the intervention. Results The mCIMT group exhibited greater improvement in PMAL-how often (p = 0.048; ηp2 = 0.173), PMAL-how well (p = 0.008; ηp2 = 0.289), and PDMS-2 visual motor integration (p = 0.014; ηp2 = 0.256) posttreatment than the control group. The percentage of time in moderate-to-vigorous physical activity (z = –2.24; p = 0.03) and vector magnitude average counts (z = –2.52; p = 0.01) significantly increased in children in who wore accelerometers (N = 8) after the 3-week mCIMT protocol. Conclusion mCIMT with continuous restraint applied to infants and toddlers with unilateral CP appeared to have a positive effect on paretic hand use in the real world. Clinical Trial Registration Number NCT03418519


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