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The role of metacognitive skills in learning to solve problems

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Chapter 5<br />

STUDY II: LEARNING REVISITED<br />

This chapter 1 covers the results <strong>of</strong> the second study. <strong>The</strong> ma<strong>in</strong> aim <strong>of</strong><br />

the study is <strong>to</strong> establish basel<strong>in</strong>e measurements concern<strong>in</strong>g learn<strong>in</strong>g success<br />

<strong>of</strong> students who work with the fully functional learn<strong>in</strong>g environment<br />

KM Quest. Thirty-one students participated <strong>in</strong> the study. <strong>The</strong>y were <strong>in</strong><br />

their fourth year <strong>of</strong> the study Information Services and Management <strong>in</strong><br />

Maastricht. This group was comparable <strong>to</strong> the sample <strong>in</strong> study I with respect<br />

<strong>to</strong> important variables. In a pre-test post-test design the acquisition<br />

<strong>of</strong> declarative and procedural knowledge was measured. Also a measure<br />

<strong>of</strong> the self-reported use <strong>of</strong> <strong>metacognitive</strong> <strong>skills</strong> was employed. <strong>The</strong> results<br />

<strong>in</strong>dicate that students acquire both declarative and procedural knowledge<br />

<strong>to</strong> the same extent. No relation with the a priori reported use <strong>of</strong> <strong>metacognitive</strong><br />

<strong>skills</strong> exists. <strong>The</strong> ma<strong>in</strong> conclusion <strong>of</strong> this study is that students<br />

acquire knowledge from play<strong>in</strong>g KM Quest.<br />

5.1 Introduction<br />

In this chapter the results <strong>of</strong> the second experiment <strong>in</strong> Maastricht are<br />

reported. <strong>The</strong> ma<strong>in</strong> aim <strong>of</strong> this study is <strong>to</strong> measure learn<strong>in</strong>g effects for<br />

students play<strong>in</strong>g KM Quest.<br />

<strong>The</strong> results <strong>of</strong> the pilot study <strong>in</strong>dicate that this particular constructivist<br />

gam<strong>in</strong>g-simulation environment promotes transfer. However, the<br />

results are based on a rather small sample <strong>of</strong> participants. <strong>The</strong> question<br />

rema<strong>in</strong>s: <strong>to</strong> what extent are students who play KM Quest capable<br />

1 This chapter was published <strong>in</strong> the form <strong>of</strong> a conference paper: L.H. Chris<strong>to</strong>ph, J.A.C.<br />

Sandberg and B.J. Wiel<strong>in</strong>ga (2004). Measur<strong>in</strong>g learn<strong>in</strong>g effects <strong>of</strong> a gam<strong>in</strong>g-simulation environment<br />

for the doma<strong>in</strong> <strong>of</strong> Knowledge Management. Proceed<strong>in</strong>gs <strong>of</strong> IADIS Cognition and<br />

Explora<strong>to</strong>ry Learn<strong>in</strong>g <strong>in</strong> Digital Age (CELDA). Lisbon, Portugal, pages 265–272.<br />

85

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