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The role of metacognitive skills in learning to solve problems

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Conclusions 151<br />

KM model and its control structures. It exists both at the object- and<br />

the task-level <strong>of</strong> the theoretical model. In study II and III (chapters 5<br />

and 6) the results reveal that students who play KM Quest significantly<br />

acquire both declarative and procedural knowledge.<br />

Mean<strong>in</strong>gful learn<strong>in</strong>g is a necessary condition for transfer. Initially<br />

weak evidence is found that transfer <strong>of</strong> knowledge occurs. Students are<br />

able <strong>to</strong> apply their knowledge and <strong>skills</strong> learned <strong>in</strong> KM Quest <strong>to</strong> another<br />

similar case (study I <strong>in</strong> chapter 4). In the last empirical study (chapter<br />

6) the results give a much clearer <strong>in</strong>dication that transfer <strong>of</strong> knowledge<br />

occurs as a result <strong>of</strong> play<strong>in</strong>g KM Quest. Furthermore, <strong>in</strong> this study the<br />

ability <strong>to</strong> transfer is positively related <strong>to</strong> knowledge acquisition.<br />

<strong>The</strong> conclusion with regard <strong>to</strong> the first research question is that all studies<br />

reported <strong>in</strong> this thesis support the view that simulation-games, such<br />

as KM Quest, enable mean<strong>in</strong>gful learn<strong>in</strong>g and transfer. This f<strong>in</strong>d<strong>in</strong>g<br />

is somewhat contrary <strong>to</strong> the literature referred <strong>to</strong> earlier <strong>in</strong> this thesis<br />

about the effects <strong>of</strong> simulations and games on learn<strong>in</strong>g. One possible<br />

explanation for the fact that we do f<strong>in</strong>d learn<strong>in</strong>g effects <strong>of</strong> a simulationgame<br />

is related <strong>to</strong> the notion <strong>of</strong> ‘explora<strong>to</strong>ry’ learn<strong>in</strong>g.<br />

Most <strong>of</strong> the literature about the effects <strong>of</strong> simulations on learn<strong>in</strong>g<br />

concerns <strong>in</strong>ductive (scientific) discovery simulations. Learn<strong>in</strong>g <strong>in</strong> such<br />

environments is ma<strong>in</strong>ly explora<strong>to</strong>ry. Students are free <strong>in</strong> decid<strong>in</strong>g which<br />

hypotheses <strong>to</strong> test and which experiments <strong>to</strong> conduct. Learn<strong>in</strong>g is a relatively<br />

‘unguided’ process. <strong>The</strong> rather sparse literature about the effects<br />

<strong>of</strong> games on learn<strong>in</strong>g shows that learn<strong>in</strong>g is only effective if sufficient <strong>in</strong>structional<br />

support is added <strong>to</strong> the environment (Leemkuil et al., 2003).<br />

<strong>The</strong> review study <strong>of</strong> de Jong and van Jool<strong>in</strong>gen (1998) also states that<br />

support for learn<strong>in</strong>g <strong>in</strong> such environments is a prerogative. This makes<br />

learn<strong>in</strong>g a much more guided process.<br />

Learn<strong>in</strong>g <strong>in</strong> KM Quest is <strong>in</strong> fact a guided process. Support elements<br />

that are thought <strong>to</strong> positively <strong>in</strong>fluence learn<strong>in</strong>g are the KM model, the<br />

additional <strong>in</strong>formation <strong>in</strong> the handbooks, the feedback mechanisms and<br />

the moni<strong>to</strong>r<strong>in</strong>g facilities. <strong>The</strong> results <strong>of</strong> study III <strong>in</strong> chapter 6 however<br />

show that the effect <strong>of</strong> the KM model is limited with respect <strong>to</strong> learn<strong>in</strong>g<br />

effects. Students who have the model available acquire more modelspecific<br />

knowledge than students who did not have the model available.<br />

But, students who play KM Quest without the KM model also acquire<br />

a significant amount <strong>of</strong> KM model-specific knowledge. No differences<br />

existed for the other types <strong>of</strong> knowledge nor transfer. Additionally, the<br />

other support elements are correlated negatively with learn<strong>in</strong>g success.<br />

Thus, the learn<strong>in</strong>g success <strong>in</strong> KM Quest cannot be attributed <strong>to</strong> the<br />

support elements embedded <strong>in</strong> the game.

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