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The role of metacognitive skills in learning to solve problems

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Study III: added value <strong>of</strong> the task model 119<br />

which suggested that it does not matter whether one follows a particular<br />

strategy <strong>in</strong> order <strong>to</strong> choose <strong>in</strong>terventions.<br />

One drawback <strong>of</strong> the random simulation <strong>in</strong> the previous study is the<br />

rather small random sample <strong>of</strong> event-<strong>in</strong>tervention comb<strong>in</strong>ations. In KM<br />

Quest, over 50 events exist and over 50 <strong>in</strong>terventions are possible. And,<br />

for each event a comb<strong>in</strong>ation <strong>of</strong> various <strong>in</strong>terventions can be chosen.<br />

This produces a vast number <strong>of</strong> event-<strong>in</strong>tervention comb<strong>in</strong>ations. A<br />

simulation <strong>of</strong> only one experiment does not do justice <strong>to</strong> this vast space<br />

<strong>of</strong> comb<strong>in</strong>ations <strong>of</strong> events and possible (sets <strong>of</strong>) <strong>in</strong>terventions.<br />

In order <strong>to</strong> create a larger sample <strong>of</strong> simulations the Monte Carlo<br />

simulation technique was used <strong>in</strong> which a large number <strong>of</strong> simulations<br />

<strong>of</strong> the experiment is produced. This technique enables sampl<strong>in</strong>g <strong>of</strong> large<br />

multidimensional systems. <strong>The</strong> fixed sequence <strong>of</strong> events was taken as a<br />

start<strong>in</strong>g po<strong>in</strong>t, similar <strong>to</strong> the game set-up. <strong>The</strong> teams implemented an<br />

average number <strong>of</strong> 5 <strong>in</strong>terventions per event.<br />

As students vary <strong>in</strong> the number <strong>of</strong> <strong>in</strong>terventions chosen per event, the<br />

simulations were made <strong>to</strong> match the variation <strong>in</strong> the number <strong>of</strong> <strong>in</strong>terventions<br />

chosen per event. This makes the simulation more sophisticated<br />

than <strong>in</strong> the previous study <strong>in</strong> which this was not taken <strong>in</strong><strong>to</strong> account.<br />

KMsim (De Hoog, Shostak, Purbojo, Anjewierden & Chris<strong>to</strong>ph, 2002;<br />

Anjewierden, Shostak & De Hoog, 2002) was adapted <strong>in</strong> order <strong>to</strong> perform<br />

the Monte Carlo simulations au<strong>to</strong>matically. <strong>The</strong> average OEI score<br />

after 100 simulations is 7.36 (SD = 0.78). A one sample t-test was used<br />

<strong>in</strong> order <strong>to</strong> test whether the mean <strong>of</strong> OEI score <strong>in</strong> 100 simulations differs<br />

significantly from the mean score <strong>of</strong> the student sample <strong>in</strong> this study<br />

(8.27). <strong>The</strong> difference is significant (T = -11.64, p < 0.01); which means<br />

that students perform better than the random simulations.<br />

It appears that choos<strong>in</strong>g appropriate <strong>in</strong>terventions for particular events<br />

yields a better game result than choos<strong>in</strong>g <strong>in</strong>terventions randomly. <strong>The</strong><br />

random sampl<strong>in</strong>g still produces a fairly adequate game result though,<br />

which is similar <strong>to</strong> the default start<strong>in</strong>g position <strong>of</strong> the game. Compared<br />

<strong>to</strong> choos<strong>in</strong>g no <strong>in</strong>terventions at all (game is ‘played’ by the decay function<br />

only) the random sampl<strong>in</strong>g still produces a very good game result<br />

(see also chapter 4, figure 4.1).<br />

Another question rema<strong>in</strong>s. Students <strong>in</strong> study II achieve an average<br />

OEI score <strong>of</strong> 7.36 (SD = 0.56). In study III students achieve an average<br />

OEI score <strong>of</strong> 8.27. Both samples are quite comparable on other variables.<br />

Why are students <strong>in</strong> the current study perform<strong>in</strong>g better <strong>in</strong> the game?<br />

Several explanations are possible.<br />

One could assume that types <strong>of</strong> events vary <strong>in</strong> degree <strong>of</strong> difficulty. For<br />

<strong>in</strong>stance, non-KM related events and opportunity events could be more<br />

difficult <strong>to</strong> choose <strong>in</strong>terventions for than events that represent a threat

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