• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1100
  • 277
  • 188
  • 116
  • 46
  • 38
  • 38
  • 38
  • 38
  • 38
  • 37
  • 32
  • 22
  • 14
  • 12
  • Tagged with
  • 2274
  • 2274
  • 507
  • 451
  • 390
  • 310
  • 257
  • 243
  • 225
  • 176
  • 174
  • 173
  • 171
  • 159
  • 148
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
141

Insights from the past: Does access to unsuccessful problem attempts facilitate restructuring in insight problems?

Creel, Emily Ann Williamson 10 May 2024 (has links) (PDF)
Insight problems are often comprised of a period of impasse during which no new attempts are generated followed by an abrupt realization of the solution arising from the restructuring of an initial flawed problem representation. However, the precise mechanisms precipitating these processes are still being investigated. One hypothesis is that analyzing the unchanging elements of previous attempts may facilitate restructuring. We investigated this hypothesis using three classic insight problems. Participants were provided either three common examples of unsuccessful problem attempts, their own problem attempts, or no previous attempts. The prior attempts conditions eliminate the need to rely on memory to access previous unsuccessful attempts so that this mechanism could be investigated. Individual differences in working memory capacity and cognitive reflection were also collected. While there was no overall effect of the prior attempts conditions, both working memory and cognitive reflection were identified as significant predictors of restructuring and solving across problems and conditions.
142

Management problem solving ability : is it beneficial to use this thing called systemic thinking?

Timmes, Sherrie Diane 01 January 1998 (has links)
No description available.
143

Problem Solving Cognitive Processes in Younger and Older Adults

McGregor, Patricia A. (Patricia Ann) 12 1900 (has links)
The purpose of the present study was to examine cognitive abilities and problem solving processes of young and older adults. Specifically, three areas of inquiry were investigated: possible age-related differences in problem solving cognitive abilities, possible differences in cognitive processes used during problem solution, and possible differences in determinants of problem solving cognitive processes.
144

A CASE STUDY ON USING GIS AS A TOOL TO ENABLE LEARNING OF SPATIAL PROBLEM SOLVING ABILITIES IN AN ONLINE ENVIRONMENT

Ball, Kendall C. 16 January 2010 (has links)
RENR 405 GIS Environmental Problem Solving is a course offered at Texas A
145

The relationship between improvisation and cognition

Lewis, Carine January 2012 (has links)
“After the group had played [improvisation] game[s]…colours became brighter, people and spaces seem of a different size, focus is sharper. Our normal thinking dulls perception…” Keith Johnstone (1979, pg. 131) Improvisation is considered to be both the process and product of creativity. It involves the creation of new ideas, on the spur of the moment that are novel and unplanned. Spontaneity, the ability to do something on the spot with no prior preparation is seen as a key element of improvisation and distinction in relation to creativity. The process of improvisation involves thinking in different ways and as a result, could influence our thought processes. It is important to note here that while we are interested in the process of improvisation, it is only possible to measure this through the product. The product is therefore seen as a direct outcome of the process of thinking that occurs during improvisation. It has been suggested that improvisation could relate to cognitive processes (Karakelle, 2009; Schmidt, Goforth & Drew, 1975; Scott, Harris & Rothe, 2001). This program of research therefore aims to identify the cognitive changes in relation to the process of improvisation. This is measured by looking at cognitive tasks pre and post improvisation. Several studies were therefore conducted investigating the effects of improvisation on various cognitive abilities, with a focus on differences between divergent and convergent thinking; (i) the Effect of Verbal Improvisation on Mood, Creativity and Cognition; (ii) verbal improvisation in relation to divergent and convergent thinking; (iii) dance improvisation in relation to divergent and convergent thinking; (iv) Divergent thinking; Differences among expert and novice improvisers and (v) length of Treatment; Cognitive effects following a shorter improvisation treatment length. As a result of the above experiments, results were extended to a clinical sample of Parkinson’s disease. An extensive investigation was also carried out investigating the scoring of method of the Alternative Uses Task (AUT; Guilford, 1957b). Furthermore, the level of cognitive load as a result of improvisation was investigated by observing gesture in improvisation. Taken together, results showed that after a series of verbal improvisation activities, participants improved in scores of divergent thinking tasks. However, this was not observed in scores of convergent thinking tasks. Issues surrounding reliability of the scoring method of the AUT were also discussed. However, this did not affect the consistency of the results observed in this program of research. A theory of schemas was applied to the process of improvisation as a result of the cognitive changes that occured, such that improvisation helps people think in more original and flexible ways by improving access to schemas and working memory.
146

TARLAN: A Simulation Game to Improve Social Problem-Solving Skill of ADHD Children

Ahmadi Olounabadi, Atefeh January 2015 (has links)
Traditional classrooms in which children are expected to sit down quietly and listen to the teacher are not attractive to students in the era of technology. Therefore, researchers have started to study the possibilities of applying modern approaches to educational contexts. The interactive nature and the attractive virtual environment of computer games have made them a high-potential context for learning purposes. Sitting in a classroom is challenging for students with Attention Deficit Hyperactivity Disorder (ADHD)because of their inattentiveness, impulsivity, and hyperactivity, so that they distract easily.However, researchers have discovered that children with ADHD are not distracted when playing computer games. Therefore, computer games can be beneficial learning contexts that can attract ADHD children’s attention in order to teach them. So far, a large number of studies have been conducted to help ADHD children. Some researchers have worked on cognitive-training approaches to improve skills such as eye gaze, emotion recognition, and working memory enhancement of ADHD children. In addition to the core deficits associated with ADHD, children with ADHDalso face difficulties in social situations, because they are not equipped with the required social skills. Therefore, they face many problems in society that they cannot solve. Consequently, they face peer rejection or social isolation and other mental health problems. Social problem solving is a step-by-step process. For ADHD children, learning the different steps of social problem solving is difficult because they are inattentive. Moreover, acting upon the steps is also hard for ADHD children because they are impulsive. We developed a simulation game, named TARLAN, wherein different steps of solving a social problemare taught to ADHD children. We designed and developed real life scenarios in which children can practise, in order to enable them to apply what they have learnt from the game to real-life situations.TARLAN was designed in three phases, from the elementary level to more advanced levels in order to help the ADHD child gradually become an independent problem solver in society. That happens by building strong scaffolding around the child’s learning on the elementary level and remove it in the more advanced levels. This scaffolding/levelling within games has positive learning outcomes. Forty children with ADHD aged 8-12 were randomly allocated to two interventions, a computer-based intervention in which children worked with TARLAN and another intervention which was a standard psychological intervention. We also had a control group in which 20 children without ADHD also worked with TARLAN. The effectiveness of our game in improving social skills as well as problem behaviour of ADHD children was evaluated using the Social Skills Improvement System (SSIS), which is a standard psychologicalmeasure. The results of the SSIS showed that TARLANimproves children’s social acquisition and problem behaviour significantly more than a more expensive standard intervention led by a psychologist (role playing).Moreover, after analysingdata collected during the study,we found out that TARLANimproved children’s performance: the ADHD children reached the same performance level as children without ADHD after working with the game. These results open up the possibility of using games as helpful tools in teaching important life-changing subjects that are hard for ADHD children to learn from traditional approaches. Therefore, the educational life of ADHD children can be changedfrom a challenging experience into a rewarding and attractive experience and time and money can be saved.
147

Problem-solving differences between high and average performers on physics problems

Coleman, Elaine B. January 1987 (has links)
No description available.
148

Individuals solving problems : the effects of problem solving strategies and problem solving technologies on generating solutions

Welsh, Kimberly D. January 1997 (has links)
This experiment was designed to compare two problem solving strategies, brainstorming and the hierarchical technique, and two problem solving technologies, computer software and pencil and paper. The first purpose of this study was to explore what effects computer software and pencil and paper have on the facilitation of solutions for individual problem solvers. Subjects generated solutions by either recording ideas on a computer or by writing ideas down on paper. The second purpose of this study was to examine how individuals evaluate solutions they have generated.Specifically, we were looking for solution evaluations to differ according to which problem solving strategy subjects received training on, brainstorming or the hierarchical technique. Solutions were rated on overall quality, practicality, and originality on a scale ranging from 0 (being the lowest possible score) to 4 (being the highest possible score).Subjects who used a computer to record ideas generated significantly more solutions than those subjects recording ideas on paper. Subjects trained with the hierarchical technique generated ideas higher in quality than those trained with brainstorming. Subjects trained with brainstorming generated more original ideas than those trained with the hierarchical technique. Finally, subjects rating of practicality did not differ according to problem solving strategy. / Department of Psychological Science
149

Generating alternative solutions to social problems : an evaluation of active and inactive approaches

Thomas, Kimberly M. January 1993 (has links)
Two experiments were designed to compare methods of generation used in solving social problems. First, the experimenters explored the effectiveness of a new approach based on hierarchical organization. One hour of training was sufficient for subjects to learn the technique.Subjects reported that they found the hierarchical technique to be very valuable and easy to use.The purpose of the second experiment was to compare three methods of generation, two active methods and an inactive approach. Clearly, active participants generated more solutions to a social problem than subjects in the inactive condition. This result points to the importance of direct problem solving training.The performance of participants in the active hierarchical and brainstorming conditions was compared. Although the two approaches were equally effective in facilitating the production of numerous, quality solutions, the experimenters found the hierarchical technique to be a superior method of generation for practical problems. / Department of Psychological Science
150

A comparison of collaborative and individualistic problem solving in younger and older adults on an everyday task

Cheng, Suling. January 2000 (has links)
Thesis (Ph. D.)--West Virginia University, 2000. / Title from document title page. Document formatted into pages; contains vii, 100 p. Includes abstract. Includes bibliographical references (p. 62-74).

Page generated in 0.1066 seconds