Sunday, November 20, 2011

Week 12 & 13 Research Activity


The information on the given webpage offers a guideline of creating decision trees help users to investigate the available options and the possibly accompanying outcomes along decision making. The techniques involved in the analysis of decision trees are akin to the classical decision theory revealed in the textbook (p. 481). The model is based on three assumptions: “(I). decision makers are fully informed regarding all possible options for their decisions and all possible outcomes of their decision options. (II). they are infinitely sensitive to the subtle distinctions among decision options. (III). they are fully rational in regard to their choice of options.” (Edwards, 1954 & Slovic, 1990).

2.    Now go to http://cockroach.se/gateway/ Play the game for at least 10-15 minutes. As you play, create a simple decision tree mapping of your game play. How does this fit with what you read? How could you use it to plan curriculum, instruction, training, or interactive learning (choose one or more that applies to you to think about).
The methods of decision tree mapping, to me, are not the best strategies to be applied into the game of Gateway I since the game doesn’t involved with risks and rewards. Instead of, I think more problem solving skills are needed for the game. I have past 8 rooms of the game in about 15 minutes. In order to pass a room, I have to identify the problem presented in the room, allocate of available resources, elaborate of common senses and knowledge, construct a strategy for solving the problem, and evaluate problem solving.  Without any of textual explanation of the game, some of the problems are simple and easy to identify and solve like the robot may need a stair or a remote controller with battery to reach or operate the button to open the door.   Some rooms have rather challenging games and require more problem solving.
 While I first entered the room (as shown in figure 1.1), I had absolutely had no idea how to open the door without any button next to it and the only thing I could do was keep wondering around. I found out the colors of the rectangles on the floor constantly changed once I stepped on each of them. I then assumed that the gate would be only open when the color pattern of rectangles on floor is the same as the color pattern of rectangles above the door. The solution would come along reflecting my assumption. The techniques I found out were that I had to match the color the inner rectangle, then the middle one and the outer one at last, or if I did it reversely, the colors would be changed and mismatched once I stepped in and out of the rectangles. It did work.  
Another problem shown in another room is sort of misleading (as shown in figure 2.1). Again I was clueless while entered the room. I decided to check the telescope first and saw the interior of a neighbor through two windows. There was a word shown on one of the windows looked like “PEEPER”.  In order to open the door, some passwords were needed for the keypad. My first attempt was to try the alphabetical order of “PEEPER” (for example p represents 16 and e represents 5) and faired. The bright side was I found out exact 6 digits needed for the password. Then I went back to double check the word “PEEPER” through the telescope and got the trick this time that the word was written reversely of number “739339”. Thus, I was able to pass the door with the correct password of 739339.       
                                    Above 5 images adopted from http://cockroach.se/gateway/
  

3.    Now, go to http://archives.obs-us.com/obs/english/books/holt/books/maze/ See if you can solve the puzzle. What reasoning and decision making skills and other forms of cognition do you see yourself employing as you work through the Maze?
The game asks players to find the way from room 1 (after the Prologue) to room 45 and then back to room 1 using the shortest possible path. It is a virtual space in the shape of a maze. Each numbered page depicts a room in the Maze. The doors in each room lead to other rooms. For example, the room on page 1 has doors leading to rooms 20, 26, 41, and 21(as shown in figure 3). To go through door number 20, simply click on that door. The game developer claims that the journey can be made in only sixteen steps.
Deductive reasoning is administered while making decisions of which rooms to open next in the Maze. The players attempt to show the choice is right or wrong followed the hypothesis that the selected room will lead to go through one more room instead of going back room has been visited.  The skills of storage and retrieval from short-term memory are critical for the Maze. I had to make efforts to remember which room leads to the rooms of what numbers to avoid to go cyclically in certain rooms.


  

Monday, November 7, 2011

Week 10 & 11 Research Activity – Effect of Block Play


Research activity one: Go to http://archpedi.ama-assn.org/cgi/content/full/161/10/967 . Read the article (especially the results and conclusions.) Now, go to http://www.arcytech.org/java/patterns/patterns_j.shtml and play with the virtual blocks. Do you agree or disagree with the researchers? If you do agree, what is it about playing with blocks that you think may contribute to language acquisition? What other theories do you have about language acquisition that are supported by your readings? Would virtual blocks work as well as real ones for this purpose? Why or why not?

The second link doesn’t connect with virtual blocks website, thus, the focus of my research activity will be on the article. The authors claim that distribution of blocks can lead to improved language development in middle- and low-income children. With the lack of substantial evidence supported the hypothesis and doubt how the assessment was administered, it makes me hard to agree with the researchers. The data was collected primarily through questionnaires filled out by the parents’ of the targeted toddlers. Although one of questionnaire did include assessments of language and attention, my biggest concern is about the language assessment. The instrument that the author conducts is a parental report measure composed of 3 parts: 1. a 100-item vocabulary checklist, 2. a set of 12 sentence pairs assessing grammatical development, and 3. 12 yes/no questions about the use of syntax, semantics, and comprehension. The targeted audience ages from 11/2 to 21/2, with very limited language development, I highly doubt how the parents administer the 3 part assessment and the validity of the tests. In terms of effect of block play on attention, the writers think when child learns to substitute and combine mental categories internally, it facilitates children’s ability to direct their own activity and is important for sustain attention. Without any proof, the authors’ assumption is plausible.  

Blocks are generally designed to help children develop 1.motor skills and hand-eye coordination, 2.spatial skills, 3.ceative problem-solving skills, 4.social skills, and 5. language skills. Karen Stephens, the Director of Illinois State University Child Care Center and instructor in child development for the ISU Family and Consumer Sciences Department, addresses that children’s learning can advance through block play at following aspects: (2002)

1.“Math concepts are explored and put to practical use, including: shape, size, length, weight, and spatial relationships such as symmetry. At different stages, children create stacks, lines, towers and then bridges and enclosures. Design and pattern gradually emerge. The older the child, the more complex the building becomes.
2.Science concepts are investigated, including: gravity, balance, stability, and cause and effect.
3.Language, vocabulary, and symbolic thought are increased
4.Children’s’ confidence in making decisions and choices and self expression are enhanced.
5.Coordination develops so eyes and hands and small and large muscles work together, which in turn prepares kids for success in reading and writing. “

Some studies do show the relationship between block play and the language and literacy development; however it is taken place on preschool children (Heisner, Janie, 2005). At older than toddlers’ age, children are more likely with the ability to express thoughts in logical sequence, share ideas about events, and develop vocabulary through block play.


References:

Heisner, J. (2005). Telling stories with blocks: encouraging language in the block center. Early Childhood Research & Practice .
Stephens, K. (2002). There's more to children's block plan than meets the eye. Exchange Press .