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The role of metacognitive skills in learning to solve problems

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given <strong>in</strong> the next quarter about the type <strong>of</strong> events just played and the<br />

possible <strong>in</strong>terventions one should have chosen. An Advisor is activated<br />

when the value <strong>of</strong> certa<strong>in</strong> knowledge <strong>in</strong>dica<strong>to</strong>rs drops below a threshold<br />

value. This is an <strong>in</strong>dication that Coltec is not perform<strong>in</strong>g well. If this is<br />

the case, then advice is given with respect <strong>to</strong> the types <strong>of</strong> <strong>in</strong>terventions<br />

one could choose <strong>in</strong> order <strong>to</strong> <strong>in</strong>crease the values <strong>of</strong> the <strong>in</strong>dica<strong>to</strong>rs mentioned.<br />

For <strong>in</strong>stance, when the status <strong>of</strong> the <strong>in</strong>dica<strong>to</strong>rs for properties<br />

<strong>of</strong> knowledge development processes <strong>in</strong> the production department has<br />

dropped below 4.5 then advice is given <strong>to</strong> focus on tra<strong>in</strong><strong>in</strong>g people and<br />

implement<strong>in</strong>g organisational changes.<br />

Reflection is supported <strong>in</strong> the MONITOR phase <strong>of</strong> the KM model.<br />

Players are required <strong>to</strong> write a yearly report that focuses on what <strong>problems</strong><br />

were encountered, how these <strong>problems</strong> were <strong>solve</strong>d and what went<br />

well and what went wrong. This enables reflect<strong>in</strong>g on the problem solv<strong>in</strong>g<br />

process and identify<strong>in</strong>g strong and weak po<strong>in</strong>ts.<br />

<strong>The</strong> game is strongly geared <strong>to</strong>wards collaboration. Players are organised<br />

<strong>in</strong> teams <strong>of</strong> three members. <strong>The</strong>y communicate with each other<br />

<strong>in</strong> a central chat facility (the telephone <strong>in</strong> the <strong>of</strong>fice). All activity templates<br />

<strong>in</strong> the KM model have a chat facility available, <strong>to</strong>o. This supports<br />

<strong>to</strong>pic-related communication. <strong>The</strong> activities <strong>in</strong> the KM model require<br />

collaboration. Collaboration is supported by the presence <strong>of</strong> shared work<br />

spaces. Players, for <strong>in</strong>stance, have <strong>to</strong> choose a focus on specific knowledge<br />

departments or processes or they have <strong>to</strong> formulate an adequate<br />

<strong>in</strong>terpretation <strong>of</strong> an event which requires free-text writ<strong>in</strong>g areas. In order<br />

<strong>to</strong> implement <strong>in</strong>terventions players have <strong>to</strong> agree on a set <strong>of</strong> <strong>in</strong>terventions<br />

decided upon earlier <strong>in</strong> the KM model. This is supported by an<br />

electronic vot<strong>in</strong>g system. Once all players agree on a (set <strong>of</strong>) <strong>in</strong>terventions,<br />

the game progresses <strong>to</strong> the next quarter <strong>in</strong> which a new event is<br />

presented. In order <strong>to</strong> keep track <strong>of</strong> each other <strong>in</strong> the game, a special<br />

function called Group call is implemented <strong>in</strong> KM Quest. Players can <strong>in</strong>vite<br />

each other <strong>to</strong> a specific location <strong>in</strong> the game. <strong>The</strong> <strong>in</strong>vitation can be<br />

accepted or rejected. Acceptance results <strong>in</strong> a ‘tele-transportation’ <strong>of</strong> a<br />

player from a current location <strong>to</strong> the desired location. This allows teams<br />

<strong>to</strong> gather quickly.<br />

In conclusion, KM Quest is designed <strong>in</strong> such a way that <strong>in</strong> theory it<br />

is a suitable learn<strong>in</strong>g environment that is consistent with the constructivist<br />

paradigm. So, this environment is used <strong>in</strong> the empirical studies<br />

described <strong>in</strong> the next three chapters.

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