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The role of metacognitive skills in learning to solve problems

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Chapter 3<br />

KM QUEST<br />

<strong>The</strong> goal <strong>of</strong> this chapter is <strong>to</strong> give the rationale for us<strong>in</strong>g the simulationgame<br />

KM Quest <strong>in</strong> order <strong>to</strong> <strong>in</strong>vestigate the research questions formulated<br />

<strong>in</strong> chapter 1. This chapter consists <strong>of</strong> two parts. First, an explora<strong>to</strong>ry<br />

feasibility study 1 is presented concern<strong>in</strong>g the effects <strong>of</strong> a paper-based game<br />

for the doma<strong>in</strong> <strong>of</strong> knowledge management. <strong>The</strong> goal <strong>of</strong> this formative study<br />

is <strong>to</strong> <strong>in</strong>vestigate the characteristics <strong>of</strong> an educational gam<strong>in</strong>g environment<br />

<strong>to</strong> <strong>in</strong>form the development <strong>of</strong> an electronic learn<strong>in</strong>g environment. <strong>The</strong><br />

conclusion is that the game setup is effective: it triggers the respondents<br />

<strong>to</strong> th<strong>in</strong>k about knowledge management. Second, the f<strong>in</strong>al version <strong>of</strong> KM<br />

Quest is described which was developed <strong>in</strong> the KITS project 2 . It is<br />

made clear that KM Quest meets with the pr<strong>in</strong>ciples <strong>of</strong> constructivism.<br />

Moreover, this learn<strong>in</strong>g environment conta<strong>in</strong>s a sophisticated task model<br />

that prescribes how <strong>to</strong> <strong>solve</strong> KM <strong>problems</strong>. <strong>The</strong> <strong>in</strong>clusion <strong>of</strong> this task<br />

model permits test<strong>in</strong>g the effects <strong>of</strong> such a model as a means <strong>of</strong> support<br />

for learn<strong>in</strong>g and problem solv<strong>in</strong>g <strong>in</strong> the doma<strong>in</strong> <strong>of</strong> KM.<br />

3.1 Introduction<br />

In this chapter KM Quest is described. This is a gam<strong>in</strong>g-simulation<br />

learn<strong>in</strong>g environment for the doma<strong>in</strong> <strong>of</strong> Knowledge Management (KM).<br />

<strong>The</strong> objective <strong>of</strong> this chapter is <strong>to</strong> show that this environment is suitable<br />

1 Chris<strong>to</strong>ph, L.H., van der Tang, F. & de Hoog, R. (2001). Intuitive knowledge management<br />

strategies. Proceed<strong>in</strong>gs <strong>of</strong> the 2nd European conference on knowledge management (ESC).<br />

Bled, Slovenia. p.105 - 120.<br />

2 EC funded project IST-1999-13078 with the follow<strong>in</strong>g partners: University <strong>of</strong> Twente, <strong>The</strong><br />

Netherlands; Tecnopolis Csata Novus Ortus S.c.r.l., Italy; Cibit BV, <strong>The</strong> Netherlands; Gie<br />

EADS CCR, France; ECLO, UK and the University <strong>of</strong> Amsterdam, <strong>The</strong> Netherlands<br />

39

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