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The role of metacognitive skills in learning to solve problems

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102<br />

more <strong>in</strong>cl<strong>in</strong>ed <strong>to</strong> regulate doma<strong>in</strong> activities. In conclusion, the effect <strong>of</strong> a<br />

task model on learn<strong>in</strong>g is limited.<br />

6.1 Introduction<br />

In study I (Pilot study) learn<strong>in</strong>g results were measured <strong>in</strong> the form<br />

<strong>of</strong> a transfer test. It was tested whether students could apply their<br />

knowledge and <strong>skills</strong> learned <strong>in</strong> the Coltec case <strong>to</strong> the HollandSky case,<br />

which represented a different type <strong>of</strong> company. <strong>The</strong> results showed that<br />

for a subsample, transfer <strong>of</strong> knowledge occurred. In that first study no<br />

relation was found between the ability <strong>to</strong> transfer knowledge and the<br />

self-reported use <strong>of</strong> <strong>metacognitive</strong> <strong>skills</strong> measured retrospectively.<br />

After reconsideration, <strong>in</strong> study II (Learn<strong>in</strong>g revisited) a more direct<br />

test for knowledge acquisition was developed. It appeared that students<br />

<strong>in</strong>deed acquired declarative and procedural knowledge because <strong>of</strong> play<strong>in</strong>g<br />

KM Quest. <strong>The</strong> amount <strong>of</strong> knowledge acquired was related <strong>to</strong> the<br />

amount <strong>of</strong> time spent play<strong>in</strong>g KM Quest. <strong>The</strong>se results are somewhat<br />

contradic<strong>to</strong>ry <strong>to</strong> research previously conducted on games and simulations<br />

as was referred <strong>to</strong> <strong>in</strong> the <strong>in</strong>troduction <strong>of</strong> this thesis. In several<br />

studies it was found that learn<strong>in</strong>g from such environments is at least<br />

problematic. <strong>The</strong> hypothesis that the learn<strong>in</strong>g success <strong>in</strong> the previous<br />

study was (at least partly) due <strong>to</strong> the use <strong>of</strong> <strong>metacognitive</strong> <strong>skills</strong> however,<br />

could not be supported. <strong>The</strong> self-reported use <strong>of</strong> <strong>metacognitive</strong> <strong>skills</strong>,<br />

before task completion, was not related <strong>to</strong> learn<strong>in</strong>g success as measured<br />

<strong>in</strong> the post-test.<br />

<strong>The</strong> aim <strong>of</strong> the current study is <strong>to</strong> <strong>in</strong>vestigate the added value <strong>of</strong> the<br />

KM model <strong>in</strong> KM Quest. KMQUESTions will be used aga<strong>in</strong> <strong>in</strong> order <strong>to</strong><br />

measure the acquisition <strong>of</strong> declarative and procedural knowledge. <strong>The</strong><br />

transfer test used <strong>in</strong> study I will be transformed <strong>in</strong><strong>to</strong> an electronic test<br />

with multiple choice questions, similar <strong>to</strong> the format <strong>of</strong> KMQUESTions.<br />

6.1.1 Knowledge acquisition and transfer<br />

It is generally assumed that constructivist learn<strong>in</strong>g environments, such<br />

as KM Quest, support mean<strong>in</strong>gful learn<strong>in</strong>g and the ability <strong>to</strong> transfer<br />

knowledge <strong>to</strong> another context. KM Quest requires students <strong>to</strong> actively<br />

construct knowledge from the <strong>in</strong>formation available <strong>in</strong> the learn<strong>in</strong>g environment.<br />

<strong>The</strong>y have realistic case material at their disposal, conta<strong>in</strong><strong>in</strong>g<br />

real-life <strong>problems</strong>. <strong>The</strong> knowledge students acquire is therefore potentially<br />

mean<strong>in</strong>gful. S<strong>in</strong>ce <strong>in</strong> chapter 5 knowledge acquisition occurred as<br />

a result <strong>of</strong> play<strong>in</strong>g KM Quest, for this study it is highly likely that these<br />

results would be replicated. This is formulated <strong>in</strong> hypothesis 1. Furthermore,<br />

a good understand<strong>in</strong>g <strong>of</strong> the learn<strong>in</strong>g material could facilitate the<br />

ability <strong>to</strong> transfer knowledge <strong>to</strong> another context. This implies a positive

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