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Abstract |
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![]() Figure 2. An M-puzzle. The participant must pick which puzzle could be solved without removing the shapes already on the larger target shape. |
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The M-puzzles and I-puzzles are complementary, using the same types of shapes. The M-puzzles are designed as a test of spatial visualization. The I-puzzles are intended as an interactive activity to exercise and improve spatial visualization and thus performance on the M-puzzles. |
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![]() The experiment employed a pre-test, treatment, post-test design. Pre-test and post-test each consisted of 9 randomly ordered M-puzzles presented to the participants by a web-browser over the internet via a Javascript program, with the results being written back to the server machine. Elapsed times were recorded locally on the computers used. Only when a participant finished the entire set of puzzles, was the data sent over the internet. Thus there was no issue of inaccuracies as a result of internet lag. The pre-test and the post-test are approximately equal in difficulty, the M-puzzles having been calibrated at an earlier period. The M-puzzles were partitioned into two groups (pre-test and post-test) of approximately equal difficulty. Participants were specifically instructed, in writing and orally, that time was a factor and they should solve the M-puzzles as quickly but as accurately as possible. On the M-puzzles used in the pre-test and post-test, participants received feedback, after each puzzle, as to whether they answered it correctly. After the full set of puzzles was completed, they were told how many they answered correctly and were given a whimsical ranking, such as "Space Cadet," "Sargent," or "Master-at-Arms," dependent on the number correct. Thus participants were able to monitor their progress from pre-test to post-test. The pre-test and post-test were completely individual activities. Participants were not allowed to talk or otherwise collaborate with each other in any way during pre-test and post-test. Because the M-puzzles were presented in a different random order to each participant, opportunities for copying from each other were minimal. In order to isolate and analyze the effects of high and low active control during the treatment, two thirds of the participants were "yoked" together in "pilot-consultant" pairs. The pilot interactively solved as many, progressively harder, I-puzzles as possible within a 40 minute period. The consultant sat next to the pilot, in front of the same computer, and watched the pilot solve the I-puzzles, but was unable to interact in a hands-on manner (via mouse or any other input device) with the computer display. However the consultant was instructed to pay close attention to the pilot's progress on the I-puzzles. The pilot and consultants were instructed to talk with each other as a collaborative team working towards the common goal of solving as many puzzles as possible within the 40-minute period. The pilot and consultant scenario just described represented two of the three treatment conditions. For the third treatment condition, referred to as the copilot condition, pairs of participants alternated every 40 seconds between being pilot and consultant. In the copilot pairs, two people, via two mice, were connected to one computer. A switching device, known as the Siamese Twin Computer Mouse (patent pending), allowed only one of the mice at a time to be active and automatically switched which mouse was active every 40 seconds. See figure 3. |
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![]() Figure 3. Siamese twin Computer Mouse. |
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All participants, pilots, consultants and copilots were explicitly instructed to talk, collaboratively, with their partner during the treatment and to learn as much as possible from the treatment because this knowledge would be useful for the post-test. The pre-test and post-test data from the three groups, pilots (39), copilots (36), and consultants (34), provided data focusing on the secondary research question: " How do a) exclusively hands-on interaction, b) intermittent hands-on interaction (alternating between hands-on and observation) and c) observation compare as learning situations for efficiency in spatial visualization? " With the experimental design used, approximately two-thirds (or 75) of the participants (pilots and copilots) were "hands-on," experiencing a significant amount of interaction with the computer during the treatment. Approximately one-third (or 34) of the participants were "consultants," experiencing no direct interaction with the computer. The pre-test and post-test data, grouped by hands-on versus consultants, provided data for answering the main research question, "How do a) hands-on interaction and b) observation compare as collaborative computer-based situations for learning efficiency in spatial visualization?" |
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![]() Table 1. Means of efficiency by group, hands-on and consulting. |
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![]() Table 2 shows the means of efficiencies on the pre-test and post-test for the three groups, pilot, copilot and consultant. |
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![]() Table 2. Means of efficiency by group, pilots, copilots and consultants. |
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To investigate the secondary research question, how exclusively hands-on (pilots) versus intermittent hands-on (copilots) compare for learning efficiency in spatial visualization, we compared how the two interactive groups (pilots and copilots) progressed, pre-test and post-test, in terms of efficiency. Selecting only the groups, pilots and copilots, a repeated measure of pre-test and post-test efficiency, with grouping variable role during the treatment (pilot versus copilot) and gender as covariant, was not significant at the 0.05 level. F was .357. |
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4. Conclusions
We can also conclude that some amount of interaction with the computer is superior to no interaction, since the repeated measures analysis, comparing hands-on (pilots and copilots) versus consultants, indicated a significant difference in improvement on efficiency in spatial visualization. Similarly intermittent interaction with a computer is clearly preferable to consulting/observing, since the repeated measure analysis comparing the copilot and consultant groups indicated a significant difference. On the other hand, there was no significant difference in learning between exclusive interaction with a computer and intermittent interaction. The first theoretical
constructs motivating this study was spatial weaning, the idea
that hands-on/interactive situations may be initially more beneficial
to novices to a spatial domain (system of shapes) than hands-off/reflective
situations. The additional sense information, the integrated visual, tactile,
proprioceptive and motor processes associated with the hand-eye coordination
of interactively solving spatial problems, provides a scaffolding for
learning mental image-based transformations, such as mental rotation,
particular to that spatial domain (system of shapes). The results
indicate that the principle of spatial weaning, discovered in the context
of young children, applies as well to adults. That the copilot/alternating
group performed best indicates that length of time period needed for spatial
weaning is relatively short for college students. Hands-on/interactive
situations provide additional advantages such as involvement, greater
attention and motivation. The second theoretical construct motivating
this study was cognitive load, or the idea that hands-on interaction may
impose an extraneous cognitive load that interferes with learning of the
new skills. Cognitive load theory predicts that the consultant group should
outperform the two hands-on groups, but this was definitely not the case
in this experiment. This is especially surprising considering that the
consultant treatment condition was much more similar to the post-test than
was either of the hands-on conditions. Since both the consultant and post-test
activities were hands-off and reflective, one might have expected optimal
transfer. However, since the copilot (or alternating) group learned most,
perhaps periodic role-switching promotes meta-cognition, or productive
reflection on the problem-solving process, i.e., interaction evokes reflection.
Hands-on and consulting are complementary. Both spatial weaning and cognitive
load theory are supported by the results. The recommendation for teachers is to have their students alternate interactive activities with more reflective activities. In terms of classroom logistics, when pairing-up students on computers, intermittent interaction via the Siamese Twin mouse, provides twice as many students with hands-on interactive experience, than is possible with an exclusive hands-on situation. |
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