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The role of metacognitive skills in learning to solve problems

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KM Quest 55<br />

process <strong>in</strong> an electronic learn<strong>in</strong>g environment. By add<strong>in</strong>g learner support<br />

<strong>to</strong> KM Quest, the learn<strong>in</strong>g environment is less constructivist <strong>in</strong> nature.<br />

However, support is deemed a necessary condition for foster<strong>in</strong>g learn<strong>in</strong>g<br />

(see chapter 1).<br />

Important characteristics <strong>of</strong> support <strong>in</strong> KM Quest are described below.<br />

Players are supported <strong>in</strong> active knowledge construction. <strong>The</strong> presence<br />

<strong>of</strong> handbooks supports collection <strong>of</strong> <strong>in</strong>formation. Different handbooks<br />

are available: KM handbook (description <strong>of</strong> the KM model and KM<br />

<strong>in</strong> general), Intervention handbook (<strong>in</strong>formation about <strong>in</strong>terventions and<br />

their possible effects), Indica<strong>to</strong>r handbook (def<strong>in</strong>itions <strong>of</strong> <strong>in</strong>dica<strong>to</strong>rs), KM<br />

dictionary (glossary <strong>of</strong> terms) and the Visualization handbook (<strong>in</strong>formation<br />

about how the <strong>in</strong>dica<strong>to</strong>rs are visualized <strong>in</strong> KM Quest). Just-<strong>in</strong>-time<br />

<strong>in</strong>formation is presented <strong>in</strong> the KM model. Each activity <strong>in</strong> the model<br />

is accompanied by a What <strong>to</strong> do and How <strong>to</strong> do tab. In these tabs <strong>in</strong>formation<br />

is provided that expla<strong>in</strong>s what do <strong>to</strong> <strong>in</strong> that specific activity<br />

and how <strong>to</strong> perform the activity.<br />

<strong>The</strong> authenticity pr<strong>in</strong>ciple is safeguarded <strong>in</strong> KM Quest by means <strong>of</strong><br />

the realistic case material <strong>of</strong> Coltec. In the chart <strong>of</strong> Coltec on the white<br />

board, <strong>in</strong>formation is provided about the company’s products, its markets,<br />

its structure and its his<strong>to</strong>ry. KM Quest conta<strong>in</strong>s realistic <strong>problems</strong><br />

<strong>in</strong> the form <strong>of</strong> events, which are described <strong>in</strong> the Newspaper. <strong>The</strong> <strong>problems</strong><br />

<strong>in</strong> the events are ill-structured and ill-def<strong>in</strong>ed. On the one hand,<br />

all the <strong>in</strong>formation is available <strong>in</strong> the game <strong>to</strong> perform the activities <strong>of</strong><br />

the KM model that support the problem solv<strong>in</strong>g process. In that sense,<br />

there are no open constra<strong>in</strong>ts <strong>in</strong> events for which values are unknown.<br />

On the other hand, players need <strong>to</strong> formulate certa<strong>in</strong> assumptions <strong>to</strong><br />

further aid the problem solv<strong>in</strong>g process. In that respect the <strong>problems</strong><br />

are ill-structured. <strong>The</strong> <strong>problems</strong> <strong>in</strong> KM Quest are ill-def<strong>in</strong>ed because<br />

there is no criterion for the end-state. Players are <strong>in</strong>structed <strong>to</strong> manage<br />

Coltec’s knowledge household ‘as good as possible’. In KM Quest the<br />

<strong>problems</strong> are highly situated <strong>in</strong> the Coltec context.<br />

KM Quest supports self-regulation and reflection. His<strong>to</strong>ry books are<br />

implemented for each quarter <strong>in</strong> the game. In the his<strong>to</strong>ry books players<br />

can <strong>in</strong>spect what activities <strong>of</strong> the KM model they have performed <strong>in</strong> previous<br />

quarters. Also the content <strong>of</strong> the communication is available for<br />

<strong>in</strong>spection. <strong>The</strong> his<strong>to</strong>ry books serve as common memory for the team <strong>in</strong><br />

order <strong>to</strong> keep track <strong>of</strong> what they have been do<strong>in</strong>g <strong>in</strong> the game. Feedback<br />

about how one is do<strong>in</strong>g enables adjustment <strong>of</strong> one’s learn<strong>in</strong>g behaviour.<br />

<strong>The</strong> visualization <strong>of</strong> the <strong>in</strong>dica<strong>to</strong>rs is especially important <strong>in</strong> <strong>in</strong>terpret<strong>in</strong>g<br />

how Coltec is do<strong>in</strong>g and what the effects are <strong>of</strong> <strong>in</strong>terventions. <strong>The</strong>se <strong>in</strong>dica<strong>to</strong>rs<br />

can be <strong>in</strong>spected at any time dur<strong>in</strong>g the game. In order <strong>to</strong> judge<br />

whether the <strong>in</strong>terventions were appropriate for an event, <strong>in</strong>formation is

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