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The role of metacognitive skills in learning to solve problems

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KMQUESTions <strong>of</strong> study II was performed. Weak items were deleted<br />

and the rema<strong>in</strong><strong>in</strong>g items were put <strong>to</strong>gether <strong>in</strong> one test. For the current<br />

experiment, one questionnaire conta<strong>in</strong><strong>in</strong>g 96 items (38 items for declarative<br />

and 58 items for procedural knowledge) was constructed that was<br />

adm<strong>in</strong>istered before and after the game. <strong>The</strong> sequence <strong>of</strong> the items rema<strong>in</strong>ed<br />

the same s<strong>in</strong>ce there is an optimal rank<strong>in</strong>g <strong>of</strong> items <strong>in</strong> order<br />

not <strong>to</strong> reveal answers. Between the pre- and post-tests there were three<br />

weeks. This is long enough <strong>to</strong> consider possible test-retest effects negligible.<br />

Also, no feedback was given on the test results. <strong>The</strong> calculation<br />

<strong>of</strong> the score for declarative and procedural knowledge was identical <strong>to</strong><br />

the procedure followed <strong>in</strong> study II (see chapter 5).<br />

Of the procedural knowledge test, 33 items were specific for the KM<br />

model. <strong>The</strong>se items, for example, asked what an activity <strong>in</strong> the KM<br />

model stands for. <strong>The</strong> rema<strong>in</strong><strong>in</strong>g items (25) were general procedural<br />

items. <strong>The</strong>se items <strong>in</strong>volved, for example, choos<strong>in</strong>g the best <strong>in</strong>tervention<br />

for a particular event. S<strong>in</strong>ce students <strong>in</strong> the no-model condition did<br />

not have the model available, they could not be expected <strong>to</strong> have KM<br />

model-specific knowledge available. <strong>The</strong>refore, the variable procedural<br />

knowledge was split up <strong>in</strong><strong>to</strong> two variables. <strong>The</strong> variable KM modelspecific<br />

procedural knowledge was calculated based upon all procedural<br />

items that explicitly referred <strong>to</strong> the KM model. <strong>The</strong> variable general<br />

procedural knowledge was calculated based on the rema<strong>in</strong><strong>in</strong>g procedural<br />

items, that did not explicitly refer <strong>to</strong> KM model knowledge.<br />

In the pilot study (Chapter 4), a paper and pencil test was used <strong>in</strong><br />

order <strong>to</strong> measure transfer <strong>of</strong> knowledge learned <strong>in</strong> KM Quest <strong>to</strong> a case<br />

other than Coltec, namely HollandSky. <strong>The</strong> results <strong>in</strong>dicated that this<br />

test was quite reliable but it produced <strong>to</strong>o much miss<strong>in</strong>g data. For the<br />

current study a new transfer test was developed. <strong>The</strong> content <strong>of</strong> this<br />

new transfer test was based on the HollandSky case, but the format was<br />

similar <strong>to</strong> KMQUESTions. This means that it was an electronic test <strong>in</strong><br />

multiple choice format with four alternatives <strong>of</strong> which one was correct.<br />

<strong>The</strong> transfer test conta<strong>in</strong>ed 57 items. In figure 6.2 an example item is<br />

given <strong>in</strong> which students were asked <strong>to</strong> make a comparison between the<br />

Coltec and HollandSky case regard<strong>in</strong>g the effect <strong>of</strong> an event.<br />

6.2.3.2 Game results<br />

Two types <strong>of</strong> game results were used <strong>in</strong> this study. As <strong>in</strong> the previous<br />

studies, the weighted average <strong>of</strong> the Organisational Effectiveness Indica<strong>to</strong>rs<br />

(OEI) scores <strong>in</strong> quarter 7 were taken <strong>in</strong><strong>to</strong> account. <strong>The</strong>se scores<br />

represent the weighted average <strong>of</strong> the game <strong>in</strong>dica<strong>to</strong>rs; Pr<strong>of</strong>it, Market<br />

share and Cus<strong>to</strong>mer satisfaction <strong>in</strong>dex.

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