Supianto Ahmad Afif, Hayashi Yusuke, Hirashima Tsukasa
1Department of Information Engineering, Graduate School of Engineering, Hiroshima University, 1-4-1 Kagamiyama, Higashi-hiroshima, Hiroshima, 739-8527 Japan.
2Department of Informatics, Faculty of Computer Science (FILKOM), Brawijaya University, 8 Veteran Road, Malang, 65145 Indonesia.
Res Pract Technol Enhanc Learn. 2016;11(1):14. doi: 10.1186/s41039-016-0042-4. Epub 2016 Aug 17.
Problem-posing is well known as an effective activity to learn problem-solving methods. Although the activity is considered in contributing to the understanding of the problem's structure, it is not clear how learners could understand it through the activity. This study proposes a method to offer a visual representation for analyzing the problem-posing activity sequence in MONSAKUN, a digital learning environment for problem-posing of arithmetic word problems via sentence integration. This system requires users to pose a problem through combinations of given simple sentences based on the requirement. The system writes every single action into logs as sequences of problem-posing activity. The sequences are considered to represent the thinking processes of learners. The thinking process reflects their understanding and misunderstanding about the structure of the problems. This study created visualizations of learners' problem-posing processes from the data obtained through the practical use of MONSAKUN, including the states in which many learners had difficulties finding the correct answer. In this study, we refer to such states as "trap states." In MONSAKUN, a trap state is a combination of simple sentences where many learners tend to make and need relatively more actions to obtain the correct answer. As the result of the visualization and analysis of the data, some trap states have been identified, and they changed for each trial in the same problem.
提出问题作为一种学习解决问题方法的有效活动而广为人知。尽管该活动被认为有助于理解问题的结构,但尚不清楚学习者如何通过该活动来理解它。本研究提出了一种方法,用于提供一种可视化表示,以分析MONSAKUN中的问题提出活动序列。MONSAKUN是一个通过句子整合来提出算术应用题的数字学习环境。该系统要求用户根据要求通过组合给定的简单句子来提出问题。系统将每一个单独的操作作为问题提出活动的序列记录到日志中。这些序列被认为代表了学习者的思维过程。思维过程反映了他们对问题结构的理解和误解。本研究从通过实际使用MONSAKUN获得的数据中创建了学习者问题提出过程的可视化表示,包括许多学习者在找到正确答案时遇到困难的状态。在本研究中,我们将这种状态称为“陷阱状态”。在MONSAKUN中,陷阱状态是一种简单句子的组合,许多学习者倾向于形成这种组合,并且需要相对更多的操作才能获得正确答案。作为数据可视化和分析的结果,已经识别出了一些陷阱状态,并且在同一个问题的每次试验中它们都会发生变化。