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The role of metacognitive skills in learning to solve problems

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66<br />

4.2.4 Procedure<br />

Students started with the <strong>in</strong>stitutional KM course at the beg<strong>in</strong>n<strong>in</strong>g<br />

<strong>of</strong> September 2002. <strong>The</strong>y followed lectures, completed assignments and<br />

studied a case as part <strong>of</strong> the <strong>in</strong>stitutional course requirements. All this<br />

was done before KM Quest had started. <strong>The</strong> course was based on different<br />

theories <strong>of</strong> KM than KM Quest. KM Quest was played <strong>to</strong>wards<br />

the end <strong>of</strong> this <strong>in</strong>stitutional course (mid-Oc<strong>to</strong>ber 2002). In order <strong>to</strong><br />

<strong>in</strong>troduce the game, the experimenter gave an <strong>in</strong>troduc<strong>to</strong>ry lecture concern<strong>in</strong>g<br />

KM Quest. This lecture <strong>to</strong>ok two hours. Part <strong>of</strong> this lecture<br />

consisted <strong>of</strong> complet<strong>in</strong>g the pre-test <strong>of</strong> HollandSky. In order <strong>to</strong> <strong>in</strong>crease<br />

motivation and effort <strong>of</strong> players a contest was organised. <strong>The</strong> w<strong>in</strong>ner <strong>of</strong><br />

the game was the team that reached the highest game result. Dur<strong>in</strong>g<br />

a subsequent tra<strong>in</strong><strong>in</strong>g session, students were given hands-on experience<br />

with KM Quest and two example events were played <strong>in</strong>dividually <strong>in</strong><br />

order <strong>to</strong> practise the game. <strong>The</strong>n, for approximately four weeks until<br />

mid-November, students played the game at their own pace. Teams were<br />

strongly requested <strong>to</strong> communicate solely through the chat functionality<br />

<strong>in</strong> the game. However, face-<strong>to</strong>-face communication was allowed s<strong>in</strong>ce it<br />

concerned a pro<strong>to</strong>type with chat refresh <strong>problems</strong>. At the end <strong>of</strong> this<br />

period teams had <strong>to</strong> reach the 7th quarter <strong>in</strong> the game. Blackboard<br />

was used <strong>in</strong> order <strong>to</strong> ma<strong>in</strong>ta<strong>in</strong> contact with the students. This is an<br />

electronic course management system. In the f<strong>in</strong>al debrief<strong>in</strong>g lecture the<br />

post-test <strong>of</strong> HollandSky and the MSLQ were adm<strong>in</strong>istered. Additionally,<br />

some prelim<strong>in</strong>ary results were discussed and students were asked their<br />

op<strong>in</strong>ion concern<strong>in</strong>g the game. F<strong>in</strong>ally, players <strong>of</strong> the w<strong>in</strong>n<strong>in</strong>g team were<br />

awarded their prize (a PDA).<br />

4.3 Results<br />

4.3.1 Participants<br />

Forty-one students participated <strong>in</strong> this study. Only 27 reached the<br />

7th quarter <strong>in</strong> the game. Those who did not reach the 7th quarter were<br />

discarded. <strong>The</strong> average age <strong>of</strong> the participants was 22.96 years (SD =<br />

1.72) years. Fifteen students were male and 12 female. <strong>The</strong>se students<br />

had a lot <strong>of</strong> experience with chat <strong>to</strong>ols and collaborative work spaces.<br />

This orig<strong>in</strong>ated from their use <strong>of</strong> Blackboard which is commonly used<br />

by the Hogeschool Zuyd. <strong>The</strong>se students did not use electronic vot<strong>in</strong>g<br />

frequently.<br />

4.3.2 Learn<strong>in</strong>g results<br />

<strong>The</strong> results <strong>of</strong> students on the HollandSky test were marked by the experimenter.<br />

In order <strong>to</strong> verify whether the experimenter was sufficiently

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