scholarly journals A Structured Problem Solving Model For Developing High Level Skills

2020 ◽  
Author(s):  
Terry Armstrong ◽  
Paul Rousseau ◽  
Katharine Fulcher ◽  
Carlo Felicione ◽  
Steve Beyerlein ◽  
...  
Author(s):  
B. Chandrasekaran

AbstractI was among those who proposed problem solving methods (PSMs) in the late 1970s and early 1980s as a knowledge-level description of strategies useful in building knowledge-based systems. This paper summarizes the evolution of my ideas in the last two decades. I start with a review of the original ideas. From an artificial intelligence (AI) point of view, it is not PSMs as such, which are essentially high-level design strategies for computation, that are interesting, but PSMs associated with tasks that have a relation to AI and cognition. They are also interesting with respect to cognitive architecture proposals such as Soar and ACT-R: PSMs are observed regularities in the use of knowledge that an exclusive focus on the architecture level might miss, the latter providing no vocabulary to talk about these regularities. PSMs in the original conception are closely connected to a specific view of knowledge: symbolic expressions represented in a repository and retrieved as needed. I join critics of this view, and maintain with them that most often knowledge is not retrieved from a base as much as constructed as needed. This criticism, however, raises the question of what is in memory that is not knowledge as traditionally conceived in AI, but can support theconstructionof knowledge in predicate–symbolic form. My recent proposal about cognition and multimodality offers a possible answer. In this view, much of memory consists of perceptual and kinesthetic images, which can be recalled during deliberation and from which internal perception can generate linguistic–symbolic knowledge. For example, from a mental image of a configuration of objects, numerous sentences can be constructed describing spatial relations between the objects. My work on diagrammatic reasoning is an implemented example of how this might work. These internal perceptions on imagistic representations are a new kind of PSM.


2014 ◽  
Vol 51 (6) ◽  
pp. 636-646 ◽  
Author(s):  
Dennis J. Simon ◽  
Tracy K. Cruise ◽  
Brenda J. Huber ◽  
Mark E. Swerdlik ◽  
Daniel S. Newman

2019 ◽  
Author(s):  
Amany Annaggar ◽  
Rüdiger Tiemann

<p>The aim of this study is to present how to implement the constructive learning theory and self-determination theory into a video game. This video game is designed as a new kind of teaching tool for chemistry concepts and as an assessment tool for domain-specific problem-solving competence, by applying a problem-solving model and the factors of self-determination theory through game elements. These types of video games are designed not only to have fun and motivate students, but also to help the teachers and educators to assess their students according to their weaknesses and strengths in each particular phase of the competence. Thus, educators could improve their teaching strategy or use the tools to improve weak areas. Based on this idea, we developed ALCHEMIST. ALCHEMIST targeted the 9th-grade students in the German chemistry curriculum. The scientific content is about acids, bases, and indicators, and is designed and based on the problem-solving model to access this competence of the students. The 3D game framework was chosen for this game since it makes the game efficient, interactive and drives it into more virtual reality. The designing process was complicated, as it includes multidisciplinary work across psychology, design, scientific content, development and programming, which makes it challenging. To cover these points, we followed a game design model, adding some steps to cover the educational needs and the aim of the game.</p><p>In order to make the game more effective and interactive, and to drive it into a more virtual world, the 3D game framework was chosen for this game since for this age group a 3D educational game is expected to be more effective (Gunter et al, 2008; Terzidou et al, 2012) . Moreover, the use of avatars in the 3D virtual environment establishes non-verbal communication (NVC) features, which can foster collaboration interactions, and enhance the student’s ability to apply abstract knowledge later in reality (Dede, 1992; Tsiatsos and Terzidou, 2010). The log file provided shows the player points and gameplay path which indicates the performance levels for each problem set. Also, it can help teachers to evaluate each particular phase of problem-solving competence. After the success of the development of our game-based theoretical background, it will be tested and validated by experts in chemistry education. This validation process should examine if the problem-solving model is correctly applied and test the significance of the game design, scientific content and the game’s objective.</p><p>It may also be of interest to develop such video games with scientific content and educational background in other fields. It also would be a success for the scientist to apply the scientific content through a fantasy 3D video game to the students at different ages to have fun, to learn, and to assess their competencies.</p>


2019 ◽  
Author(s):  
A. M. Khalili

The dream of building machines that have human-level intelligence has inspired scientists for decades. Remarkable advances have been made recently; however, we are still far from achieving this goal. In this paper, I propose an alternative perspective on how these machines might be built focusing on the scientific discovery process which represents one of our highest abilities that requires a high level of reasoning and remarkable problem-solving ability. By trying to replicate the procedures followed by many scientists, the basic idea of the proposed approach is to use a set of principles to solve problems and discover new knowledge. These principles are extracted from different historical examples of scientific discoveries. Building machines that fully incorporate these principles in an automated way might open the doors for many advancements.


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