The Problem Solving Model

2021 ◽  
pp. 1-14
Author(s):  
Chris J. Shannon
2014 ◽  
Vol 51 (6) ◽  
pp. 636-646 ◽  
Author(s):  
Dennis J. Simon ◽  
Tracy K. Cruise ◽  
Brenda J. Huber ◽  
Mark E. Swerdlik ◽  
Daniel S. Newman

2019 ◽  
Author(s):  
Amany Annaggar ◽  
Rüdiger Tiemann

<p>The aim of this study is to present how to implement the constructive learning theory and self-determination theory into a video game. This video game is designed as a new kind of teaching tool for chemistry concepts and as an assessment tool for domain-specific problem-solving competence, by applying a problem-solving model and the factors of self-determination theory through game elements. These types of video games are designed not only to have fun and motivate students, but also to help the teachers and educators to assess their students according to their weaknesses and strengths in each particular phase of the competence. Thus, educators could improve their teaching strategy or use the tools to improve weak areas. Based on this idea, we developed ALCHEMIST. ALCHEMIST targeted the 9th-grade students in the German chemistry curriculum. The scientific content is about acids, bases, and indicators, and is designed and based on the problem-solving model to access this competence of the students. The 3D game framework was chosen for this game since it makes the game efficient, interactive and drives it into more virtual reality. The designing process was complicated, as it includes multidisciplinary work across psychology, design, scientific content, development and programming, which makes it challenging. To cover these points, we followed a game design model, adding some steps to cover the educational needs and the aim of the game.</p><p>In order to make the game more effective and interactive, and to drive it into a more virtual world, the 3D game framework was chosen for this game since for this age group a 3D educational game is expected to be more effective (Gunter et al, 2008; Terzidou et al, 2012) . Moreover, the use of avatars in the 3D virtual environment establishes non-verbal communication (NVC) features, which can foster collaboration interactions, and enhance the student’s ability to apply abstract knowledge later in reality (Dede, 1992; Tsiatsos and Terzidou, 2010). The log file provided shows the player points and gameplay path which indicates the performance levels for each problem set. Also, it can help teachers to evaluate each particular phase of problem-solving competence. After the success of the development of our game-based theoretical background, it will be tested and validated by experts in chemistry education. This validation process should examine if the problem-solving model is correctly applied and test the significance of the game design, scientific content and the game’s objective.</p><p>It may also be of interest to develop such video games with scientific content and educational background in other fields. It also would be a success for the scientist to apply the scientific content through a fantasy 3D video game to the students at different ages to have fun, to learn, and to assess their competencies.</p>


2019 ◽  
Vol 4 (4) ◽  
pp. 33
Author(s):  
Riza Elpia Delita ◽  
Rahmadhani Fitri ◽  
Dezi Handayani ◽  
Heffi Alberida

The problem of research at SMPN 34 Padang is the low level of Science Process Skills of students from the results of previous observations by carrying out tests conducted in class VII SMPN 34 Padang, showing the average science process skills of students is less than 50%. This study aims to look at the effect of the Problem Solving Model on Science Process Skills in Grade VIII students of SMPN 34 Padang. In Indonesia science process skills is very minimal, because in the learning process the teacher still tends to use the lecture model and question and answer method, so the science process skills is not given to students. This type of research is quasi-experimental with research design Control Group Postest Only Design. The population in this study were eighth grade students of SMPN 34 Padang in the academic year 2018/2019. The samples from this study were class VIII6 as the experimental class and VIII7 as the control class. The research instrument used to view the science process skills of students is the Observation Sheet for Student Activities observed by the observer. Based on the results of research on the knowledge competencies of students, the tcount 4.96> t table 1.67 The Science Process Skills Activity of students in the experimental class was higher than the control class. The conclusion of the study was that the application of the Problem Solving Model had a positive effect on the Science Process Skills of Grade VIII students of SMPN 34 Padang.


2019 ◽  
Vol 2 (4) ◽  
pp. 183
Author(s):  
Gusti Ayu Dessy Sugiharni

The main purpose of this research was to result Interactive Instructional Media Oriented to Creative Problem Solving Model. The method of this research used research and development method by 4-D of development model those were consisted by Define Stage, Design Stage, Develop Stage and Disseminate Stage. However, this research was limited to Develop. The research subjects on individual limited test were as much 2 students, on field trials were as much 20 students. Instrument those were used to get the data in this research were questionnaire and documentation. Technical that was used to analyse the data was percentage descriptive counting. The result of this research showed that development of Interactive Instructional Media Oriented to Creative Problem Solving Model had gone well that was proved by means of learning result was 81.10 when the simulation of using interactive instructional media


2019 ◽  
Vol 3 (1) ◽  
pp. 26
Author(s):  
Renol Afrizon ◽  
Wahyuni Satria Dewi

The statistics of physics education are compulsory course with a lot of material descriptions so the lectures must be assisted by the use of teaching materials. The lectures of statistics of physics education that took place in the July-December 2017 semester illustrates that: 1) teaching materials are less attractive to students, 2) the assignments given are quite clear and sufficient in accordance with the level of thinking of students, 3) materials delivered by the lecturer is in accordance with the targets in the syllabus with some material is still abstract, 4) the lecture have been pursued in accordance with the syllabus but the methods used have not varied and 5) students learn material of statistic of physics education only from the lecturer explanation so that only a few students can answer statistical problems quickly and correctly. This indicates that it is need provided teaching materials with a cooperative problem solving model. The author has tried to design teaching materials of statistic of physics education with cooperative problem solving models with very valid criteria according to the assessment of six experts with educational qualifications of statistics and physics education. However, this teaching material has not been tested at normal conditions in the lectures so that the level of practicality has not been revealed. The aim of this study was to determine the practicality level of educational statistical teaching materials containing cooperative problem solving models according to users, namely lecturers and students who listed in the course. Type of research is research and devel-opment with the ADDIE model. The ADDIE model stands for Analyze, Design, Develop, Implement and Evaluation. This research is part of the Implementation stage where development products are implemented in real terms so that the level of practicality can be measured with indicators of ease of use, attractiveness and efficiency. Data collection used student response questionnaires and lecturer response questionnaires with a Likert scale. Data analysis used descriptive statistic analysis techniques. The results showed that teaching materials of physics education statistics had very practical criteria (lecturers opinion) and practical (students opinion). The conclusion of this study is the teaching materials of statistic of physics education with cooperative problem solving model has been practically used in lectures


2020 ◽  
Vol 10 (2) ◽  
pp. 246
Author(s):  
Juhairiah Juhairiah

This study presents the problem that is solving math story question is a difficulty for students so the teacher uses a problem solving model and students will find it easier to understand the meaning of the story question and be able to solve them. The research design is qualitative and descriptive approach. The subjects in this study were the principal, student guardians of grade 4 (mathematics teacher), and students. Data collection techniques were in the form of interviews, observation, and documentation. The results of this study indicate that by planning, implementing, evaluating the use of a good problem solving model will be able to solve problems, with the obstacles and efforts will be get a good result.   


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