The Effects of Students' Computer-Based Prior Experiences and Instructional Exposures on the Application of Hypermedia-Related Mental Models

1996 ◽  
Vol 14 (2) ◽  
pp. 185-207 ◽  
Author(s):  
W. Michael Reed ◽  
David J. Ayersman ◽  
Min Liu

The focus of this study was for students using an extensive hypermedia environment to state how the program's features, tools, or commands reflected four theoretical constructs: 1) semantic networks, 2) concept maps, 3) frames/scripts, and 4) schemata. Two exercises were created: 1) context-weak and 2) context-strong. It was found that, when the context was strong, the students cited more semantic networks and concept maps than when the context was weak. They, however, cited more frames/scripts and schemata when the context was weak than when the context was strong. In addition to viewing the four construct-models individually, the results were interpreted when establishing a linear construct-models group (semantic networks and frames/scripts) and a nonlinear construct-models group (concept maps and schemata). Results were also interpreted when grouping the construct-models as information-structure construct-models (semantic networks and concept maps) and as user-practiced construct-models (frames/scripts and schemata).

Author(s):  
S. Li ◽  
C. Chua

Mental simulation represents how a person interprets and understands the causal relations associated with the perceived information, and it is considered an important cognitive device to support engineering design activities. Mental models are considered information characterized in a person’s mind to understand the external world. They are important components to support effective mental simulation. This paper begins with a discussion on the experiential learning approach and how it supports learners in developing mental models for design activities. Following that, the paper looks at the four types of mental models: object, making, analysis and project, and illustrates how they capture different aspects and skills of design activities. Finally, the paper proposes an alternative framework, i.e., Spiral Learning Approach, which is an integration of Kolb’s experiential learningcycle and the Imaginative Education (IE) framework. While the Kolb’s cycle informs a pattern to leverage personal experiences to reusable knowledge, the IE’s framework suggests how prior experiences can trigger imagination and advance understandings. A hypothetical design of a snow removal device is used to illustrate the ideas of design-related mental models and the spirallearning approach.


2008 ◽  
Vol 32 (1) ◽  
pp. 47-54 ◽  
Author(s):  
Roger W. Moni ◽  
Karen B. Moni

We previously reported how the opinions of second-year dentistry students and faculty members can be used to construct an assessment rubric to grade group-based concept maps in physiology ( 14 ). This article describes the second phase of this study of the subsequent year's cohort. A case study approach was used to investigate how groups of students used the criteria to complete their complex concept maps. Students' opinions about the assessment task and newly constructed rubric were sampled. Opinions across groups were correlated to academic achievements in the course. Two groups of four students volunteered to be videorecorded during a 4-h workshop, during which they completed their maps. The mapping task was not generally favored by students. However, those students who did favor the task achieved higher academic grades. Most students favored the newly constructed assessment rubric, commenting that it was easy to understand, fair, and appropriate, but reported that extra guidance from tutors and other resources were required. Coded videorecordings of the two observation groups revealed complex interactions around the three criteria of content, logic and understanding, and presentation. Two broad patterns of working were identified. One group distributed their efforts more evenly across the criteria, whereas the other group completed their maps by addressing the criteria in stages. These findings clearly indicate the academic challenges and social complexity in how students work in groups to complete complex concept maps in physiology.


Author(s):  
Päivi Immonen-Orpana ◽  
Mauri Åhlberg

Collaborative Learning by Developing (LbD) was researched in a University course. The focus was reflective metacognitive competence development (Appendix 1.) of Physiotherapy students. The authors used both individual and collaborative concept mapping and improved Vee heuristics in learning process evaluation. The content of the design experiment was ‘Coping at Home’. As educational research it was a design experiment, a multi-case, multi-method study. The core concept of the study unit and development project was ‘successful aging’. Both Cmap Recorder and videotaping of discussions during group concept mapping were used. The main result was that plenty of face-to-face dialogue was needed before the shared understanding and group concept maps were created. First the main concepts were fixed and then other concepts and their relationships were elaborated. Differences between individuals and two groups are analysed. In the collaborative learning process, the feeling in both groups was as if they had a unified and shared thinking process. Students continued each others talking and thinking very fluently like they had had “common brains”.


Author(s):  
Marissa L. Shuffler ◽  
Gerald F. Goodwin

In order to adapt to changing learning environments, instructors must be aware of the challenges that virtuality brings to establishing a shared understanding among online learners. Although developing shared mental models is typically a natural part of learning, it requires significant social and task-related interaction among students, which can be difficult in computer based environments in which social presence is lacking. This chapter will briefly discuss research related to the development of shared understanding and explore what instructors can do to address challenges and facilitate the development of shared knowledge in computer supported collaborative learning environments.


Author(s):  
Mark T. Jodlowski ◽  
Stephanie M. Doane ◽  
Young Woo Sohn

The present research examines cognitive processes that support flight situation awareness (SA). Of particular interest is pilot access to condition-action rules that reflect their mental models of flight, and their ability to determine when the rules apply in the context of a specific situation. Pilots were asked to reason about events that take place during flight in multiple 3-screen computer-based trials. In each trial, the first screen indicated a control movement, the second screen depicted a meaningful flight situation, and the third screen indicated a flight situation change. Pilots were asked to judge whether the change depicted in the third screen was consistent with what was expected following application of the control movement depicted in the first screen to the flight situation depicted in the second screen. Judgment accuracy suggests superior access to mental models versus situation models, and systematic differences in knowledge organization as a function of piloting expertise.


2021 ◽  
Vol 8 ◽  
Author(s):  
Sabrina E. Halberg ◽  
Amanda J. Visek ◽  
Emily F. Blake ◽  
Kofi D. Essel ◽  
Jennifer Sacheck ◽  
...  

Excess sugary drink (SD) consumption is associated with childhood obesity and development of cardiometabolic disease. In addition to having high added sugar content, many SDs also contain caffeine, which may further encourage excess SD consumption among children. The objective of this study was to develop a conceptual framework of children's caffeinated SD consumption using group concept mapping, an applied social research multimethodology that collectively harnesses qualitative and quantitative data from participants to generate a visual representation of their ideas and input. Children, 8–14 years old, who reported consuming ≥12 ounces of caffeinated SDs (e.g., sodas, sweet teas) per day were recruited throughout Washington, D.C. and invited to participate. Concept mapping included three participant-driven activities: (1) brainstorming (n = 51), during which children reported reasons for their SD consumption, from which 58 unique reasons were identified; (2) sorting (n = 70), during which children sorted each of the reported reasons into categories and named each category; and (3) rating (n = 74), during which children rated the influence of each reason on their own caffeinated SD consumption. Similarity matrices, multidimensional scaling, and hierarchical cluster analysis were used to generate concept maps (hereafter “SODA MAPS”), which display the 58 reasons organized within eight overarching clusters. Among these eight clusters, Taste and Feel, Something to Do, and Energy were rated as particularly influential. Children's caffeinated SD consumption is encouraged not only by the palatable taste and reported preferences for these beverages (e.g., Taste and Feel), but also by psychological (e.g., Mood and Focus), biological (e.g., Energy), social (e.g., Something to Do) and environmental reasons (e.g., Nothing Better Available). Thus, the SODA MAPS can inform the development of tailored, multi-level SD reduction interventions that incorporate strategies to address important and currently overlooked reasons for caffeinated SD consumption among children.


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