Problem Finding and Its Impact on Problem Solving. a Dissertation Su

Problem Finding and Its Impact on Problem Solving. a Dissertation Su

UNIVERSITY OF CALIFORNIA, MERCED What am I supposed to do? Problem Finding and its impact on Problem Solving. A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Cognitive and Information Sciences by Daniel Matthew Holman Committee in charge: Professor Jeffrey Yoshimi, Chair Professor David C. Noelle Professor Michael Spivey 2018 Copyright © Daniel Holman, 2018 All rights reserved The Dissertation of Daniel Matthew Holman is approved, and it is acceptable in quality and form for publication on microfilm and electronically: Co-Chair (if applicable) Chair University of California, Merced 2018 iii Dedicated to my mom, dad and sister, without whom I would not have been able to reach this point, and whose love, support and belief in me have been invaluable. I also dedicate this work to the many friends, family members, colleagues and communities that have supported and encouraged me to succeed. I am immensely grateful to you all, and fully aware of how I fortunate I am to have more names to list than I possibly could. iv Chapter 1 : Problem Finding and Problem Solving .......................................... 1 1.1 Definition of Problems .............................................................................................. 3 1.2 The Problem Cycle .................................................................................................... 6 1.3 Prior Experimental Work ........................................................................................ 13 Chapter 2 : Literature Review ........................................................................... 17 2.1 Problem Finding ...................................................................................................... 19 2.1.1 Problem Discovery ........................................................................................... 20 2.1.2 Defining Problems ........................................................................................... 22 2.2 Problem Solving ...................................................................................................... 24 2.2.1 Insight Problems .............................................................................................. 24 2.2.2 Insight vs. Noninsight ....................................................................................... 32 2.2.3 Analogous Problem Solving ............................................................................. 37 2.2.4 Experts .............................................................................................................. 40 2.2.5 Procedural Problems ....................................................................................... 42 2.2.6 Understanding vs. Repeating ........................................................................... 44 Chapter 3 : A Taxonomy of Problem Types ..................................................... 46 3.1 Elaboration of Problem Features ............................................................................. 48 3.2 The Problem Types .................................................................................................. 54 Chapter 4 : Experimentation ............................................................................. 62 4.1 Two Models of Problem Solving in a Simple Game ............................................... 64 4.2 Experimental Setup ................................................................................................. 68 4.3 Experimental Conditions ......................................................................................... 72 4.3.1 Conditions ........................................................................................................ 73 4.3.2 Experimental Implementation .......................................................................... 77 4.3.3 Logging Player Data ........................................................................................ 78 4.4 Dependent Variables ............................................................................................... 81 4.5 Results ..................................................................................................................... 83 Chapter 5 : Conclusion ..................................................................................... 100 v TABLE 1: ALL PROBLEMS BUT PROBLEM 8 CAN BE SOLVED WITH B-2C-A, BUT 7 AND 9 CAN BE SOLVED WITH A+C; 6, 8 AND 10 WITH A-C ( ADAPTED FROM LUCHINS, 1942). .......................................................... 30 TABLE 2: CLASSIFICATION OF PROBLEM TYPES .............................................................................................. 53 TABLE 3: THE FOUR PROBLEM VARIATIONS SELECTED FOR USE IN OUR EXPERIMENT. .................................... 73 TABLE 4: EXPERIMENT CONDITIONS ............................................................................................................... 73 TABLE 5: DEPENDENT VARIABLE DESCRIPTIONS ............................................................................................ 81 TABLE 6: SUMMARY OF THE SIX MAIN LINEAR REGRESSION MODELS REPORTED IN THIS SECTION. NOTE THAT IN EVERY CASE BUT TIME SPENT THAT PROBLEM TYPE WAS A SIGNIFICANT PREDICTOR OF BEHAVIOR. .............................................................................................................................................................. 84 vi FIGURE 1: THE PROBLEM CYCLE ...................................................................................................................... 6 FIGURE 2: THE EXPERIMENTAL ENVIRONMENT. .............................................................................................. 15 FIGURE 3: THE TWO-STRING PROBLEM. ......................................................................................................... 26 FIGURE 4: THE BOX AND CANDLE PROBLEM.. ................................................................................................ 31 FIGURE 5: GRAPH OF INSIGHT VS. NON-INSIGHT. ........................................................................................... 34 FIGURE 6: THE TUMOR AND LASER PROBLEM ................................................................................................ 38 FIGURE 7: PARALLELOGRAMS. ........................................................................................................................ 45 FIGURE 8: GEARS PROBLEM ............................................................................................................................ 55 FIGURE 9: WATER-JUG PROBLEM. .................................................................................................................. 56 FIGURE 10: THE TOWER OF HANOI. ................................................................................................................ 57 FIGURE 11: THE TRAVELING SALESMAN PROBLEM. ....................................................................................... 58 FIGURE 12: AN EXAMPLE OF THE ROGUE-LIKE GAME. ..................................................................................... 69 FIGURE 13: THE ENTIRE GAME WORLD. ........................................................................................................... 71 FIGURE 14: OPENING A WALL BY PRESSING A BUTTON.. ................................................................................. 72 FIGURE 15: CLEAR PROGRESS, AND UNCLEAR PROGRESS ................................................................................. 75 FIGURE 16: A DETAILED PLOT OF ONE’S ACTIVITY IN THE GAME.. .................................................................. 79 FIGURE 17: PLOTS OF THE GAME GRID. ........................................................................................................... 80 FIGURE 18: THE LENGTH OF TIME PLAYERS SPENT IN THE GAME. ................................................................... 85 FIGURE 19: TIME SPENT FOR ALL SUBJECTS. ................................................................................................... 86 FIGURE 20: TIME SPENT FOR ALL FOUR CONDITIONS USING ONLY THE SUBJECTS WHO FOUND ALL EIGHT RED BUTTONS. ............................................................................................................................................... 87 FIGURE 21: A HISTOGRAM OF THE TOTAL PERCENT OF THE GAME BOARD VISITED BY PLAYERS.. ................... 88 FIGURE 22: PERCENT OF THE GAME BOARD VISITED BY PARTICIPANTS. .......................................................... 90 FIGURE 23: PERCENT OF THE GAME BOARD VISITED BY SUBJECTS WHO FOUND ALL RED BUTTONS. ............... 91 FIGURE 24: HISTOGRAM OF THE NUMBER OF PATHS TAKEN BY PLAYERS. ...................................................... 91 FIGURE 25: PATHS ........................................................................................................................................... 92 FIGURE 26: THE NUMBER OF PATHS TAKEN BY PLAYERS IN THE COURSE OF PLAYING THE GAME. .................. 94 FIGURE 27: HISTOGRAM OF PLAYERS PRESSING BUTTONS MULTIPLE TIMES.. ................................................. 94 FIGURE 28: AVERAGE BUTTON REVISITS ......................................................................................................... 96 FIGURE 29: HISTOGRAM OF HOW MANY BUTTONS PLAYERS WERE ABLE TO FIND AND PRESS. ........................ 96 FIGURE 30: THE TOTAL NUMBER OF RED BUTTONS FOUND BY PARTICIPANTS. ................................................ 98

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    119 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us