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Exploration of factors that predicts insightful problem solving in the puzzle game of 'Tangram'

机译:探索预测“七巧板”益智游戏中有见地的问题的因素

摘要

“Tangram” is a puzzle game which is consisted of seven pieces of triangle and square. Problem-solvers of this puzzle are presented task of silhouette and required to make the same configuration using the 7 pieces. The puzzle game is often used to educate creative and geometrical intelligence of children in teaching of mathematics, drawing and crafts. The purpose of this study is to explore factors that predict the completion of insight problem solving of Tangram. Participants (N =139) were required to complete questionnaires for ability of diagrammatical problem solving and metacognition, and to arrange the pieces to the shape of the “lion.” A logistic regression analysis was conducted to examine the influence of predict factors to a completion of the task. The results indicated that “decrease in piece operation”, “long mediation time” and “expectation to solution” had an effect on insight problem solving of Tangram, but “ability of diagrammatical problem solving” and “metacognition” had no effect. The findings of this study generally supported previous study.
机译:“ Tangram”是一款益智游戏,由七个三角形和正方形组成。该难题的问题解决者将获得剪影任务,并需要使用7个零件进行相同的配置。益智游戏通常用于在数学,绘画和手工艺教学中教育儿童的创造力和几何智力。这项研究的目的是探索预测七巧板洞察力问题解决完成的因素。参与者(N = 139)被要求填写调查表,以解决问题的图解和元认知的能力,并按“狮子”的形状安排作品。进行逻辑回归分析以检查预测因素对任务完成的影响。结果表明,“件数减少”,“调解时间长”和“期望解决”对七巧板的洞察力问题解决有影响,而“图解问题解决能力”和“元认知”则没有影响。这项研究的结果普遍支持以前的研究。

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