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The role of metacognitive skills in learning to solve problems

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Study I: Pilot 69<br />

other. It also expla<strong>in</strong>s the relatively high reliability <strong>of</strong> both test versions<br />

with only a small number <strong>of</strong> items.<br />

It was decided then <strong>to</strong> exclude all the cases with miss<strong>in</strong>g data from<br />

the sample. As a result, teams are <strong>in</strong>complete and two teams dropped<br />

out entirely (namely team 84 and 87). Fourteen cases rema<strong>in</strong> (pre-test:<br />

mean = 3.80, SD = 0.75; post-test: mean = 4.84, SD = 1.70). Aga<strong>in</strong><br />

the Wilcoxon signed-ranks test was used <strong>to</strong> compare scores on pre- and<br />

post-test. This time, a significant difference exists which <strong>in</strong>dicates a<br />

learn<strong>in</strong>g effect (z = -2.17, N - Ties = 14, p < 0.05, one-tailed). This<br />

is evidence that transfer occurs. <strong>The</strong>se participants are able <strong>to</strong> transfer<br />

their knowledge and <strong>skills</strong> learned <strong>in</strong> KM Quest <strong>to</strong> a different case. For<br />

the rema<strong>in</strong>der <strong>of</strong> this chapter, the results <strong>of</strong> this subsample (N = 14) are<br />

discussed, unless specifically stated otherwise.<br />

An alternative measure for learn<strong>in</strong>g is the weighted game result. In<br />

the start<strong>in</strong>g situation <strong>in</strong> quarter 1, the weighted average <strong>of</strong> the organisational<br />

effectiveness <strong>in</strong>dica<strong>to</strong>rs is 7. Each team enters the game under the<br />

same start conditions. However, the system fires the events randomly<br />

which means that each event has more or less the same chance <strong>to</strong> occur.<br />

<strong>The</strong>re is no <strong>in</strong>dication that events differ <strong>in</strong> degree <strong>of</strong> difficulty. <strong>The</strong> average<br />

game result <strong>in</strong> quarter 7 <strong>of</strong> the subsample is 7.15 (SD = 0.67). This<br />

is hardly better than the start<strong>in</strong>g situation (see also table 4.3). However,<br />

all teams stay well above the decay function <strong>of</strong> KM Quest. Figure 4.1,<br />

however, shows that teams vary a great deal <strong>in</strong> their game results over<br />

quarters. <strong>The</strong> team with the highest game score (79) f<strong>in</strong>ishes with a<br />

game result <strong>of</strong> 7.99, the team with the lowest game score (80) f<strong>in</strong>ishes<br />

with a game result <strong>of</strong> 6.09.<br />

Q1 Q2 Q3 Q4 Q5 Q6 Q7<br />

Mean 7.00 6.95 7.16 7.31 7.06 7.05 7.15<br />

SD 0.00 0.28 0.43 0.52 0.71 0.82 0.67<br />

Table 4.3. Means and standard deviations <strong>of</strong> game results <strong>of</strong> the teams for seven<br />

quarters, measured on a ten-po<strong>in</strong>t scale (1-10)(N = 14).<br />

<strong>The</strong> other alternative measure for learn<strong>in</strong>g <strong>in</strong> the field <strong>of</strong> KM is the<br />

<strong>in</strong>stitutional course grade, which consisted <strong>of</strong> a comb<strong>in</strong>ed measure for<br />

writ<strong>in</strong>g essays, carry<strong>in</strong>g out a case study supported by lectures, books<br />

and articles. <strong>The</strong> grade did not <strong>in</strong>clude any knowledge and <strong>skills</strong> concern<strong>in</strong>g<br />

KM Quest; it was <strong>in</strong>dependent <strong>of</strong> the game. <strong>The</strong> average grade<br />

<strong>of</strong> the subsample is 6.87 (SD = 1.05).

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