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The purpose of this study was to investigate the effect of partial exemplar experience on category formation and use. Participants had either complete or limited access to the three dimensions that defined categories by dimensions within different modalities. The concept of "crucial dimension" was introduced and the role it plays

The purpose of this study was to investigate the effect of partial exemplar experience on category formation and use. Participants had either complete or limited access to the three dimensions that defined categories by dimensions within different modalities. The concept of "crucial dimension" was introduced and the role it plays in category definition was explained. It was hypothesized that the effects of partial experience are not explained by a shifting of attention between dimensions (Taylor & Ross, 2009) but rather by an increased reliance on prototypical values used to fill in missing information during incomplete experiences. Results indicated that participants (1) do not fill in missing information with prototypical values, (2) integrate information less efficiently between different modalities than within a single modality, and (3) have difficulty learning only when partial experience prevents access to diagnostic information.
ContributorsCrawford, Thomas (Author) / Homa, Donald (Thesis advisor) / Mcbeath, Micheal (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Intuitive decision making refers to decision making based on situational pattern recognition, which happens without deliberation. It is a fast and effortless process that occurs without complete awareness. Moreover, it is believed that implicit learning is one means by which a foundation for intuitive decision making is developed. Accordingly, the

Intuitive decision making refers to decision making based on situational pattern recognition, which happens without deliberation. It is a fast and effortless process that occurs without complete awareness. Moreover, it is believed that implicit learning is one means by which a foundation for intuitive decision making is developed. Accordingly, the present study investigated several factors that affect implicit learning and the development of intuitive decision making in a simulated real-world environment: (1) simple versus complex situational patterns; (2) the diversity of the patterns to which an individual is exposed; (3) the underlying mechanisms. The results showed that simple patterns led to higher levels of implicit learning and intuitive decision-making accuracy than complex patterns; increased diversity enhanced implicit learning and intuitive decision-making accuracy; and an embodied mechanism, labeling, contributes to the development of intuitive decision making in a simulated real-world environment. The results suggest that simulated real-world environments can provide the basis for training intuitive decision making, that diversity is influential in the process of training intuitive decision making, and that labeling contributes to the development of intuitive decision making. These results are interpreted in the context of applied situations such as military applications involving remotely piloted aircraft.
ContributorsCovas-Smith, Christine Marie (Author) / Cooke, Nancy J. (Thesis advisor) / Patterson, Robert (Committee member) / Glenberg, Arthur (Committee member) / Homa, Donald (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Learning and transfer were investigated for a categorical structure in which relevant stimulus information could be mapped without loss from one modality to another. The category space was composed of three non-overlapping, linearly-separable categories. Each stimulus was composed of a sequence of on-off events that varied in duration and number

Learning and transfer were investigated for a categorical structure in which relevant stimulus information could be mapped without loss from one modality to another. The category space was composed of three non-overlapping, linearly-separable categories. Each stimulus was composed of a sequence of on-off events that varied in duration and number of sub-events (complexity). Categories were learned visually, haptically, or auditorily, and transferred to the same or an alternate modality. The transfer set contained old, new, and prototype stimuli, and subjects made both classification and recognition judgments. The results showed an early learning advantage in the visual modality, with transfer performance varying among the conditions in both classification and recognition. In general, classification accuracy was highest for the category prototype, with false recognition of the category prototype higher in the cross-modality conditions. The results are discussed in terms of current theories in modality transfer, and shed preliminary light on categorical transfer of temporal stimuli.
ContributorsFerguson, Ryan (Author) / Homa, Donald (Thesis advisor) / Goldinger, Stephen (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2011
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Description
This study explores the influence of framing and activity type on expectations of learning and enjoyment as well as performance in a paraphrase identification task. In the first experiment, 80 students played one of three activities framed as either a "play" or "learning" task. Students then completed one of three

This study explores the influence of framing and activity type on expectations of learning and enjoyment as well as performance in a paraphrase identification task. In the first experiment, 80 students played one of three activities framed as either a "play" or "learning" task. Students then completed one of three activities; learning only, an educational game, or a play only activity. Results showed that the play frame had an effect on learning expectations prior to completing the activity, but had no effect after completing the activity. Students who completed the educational game scored significantly higher on the posttest learning assessment than those in the play only activity. Pairwise comparisons also indicated that students who completed the educational game performed just as well as the learning only activity when given the posttest learning assessment. Performance in the paraphrase identification task was collected using data logged from student interactions, and it was established that although there was an interaction between performance and activity type, this interaction was due to a significant difference during the second round. These results suggest that framing can influence initial expectations, and educational games can teach a simple writing strategy without distracting from the educational task. A second experiment using 80 students was conducted to determine if a stronger frame would influence expectations and to replicate the effect of activity type on learning and enjoyment. The second study showed no effect of framing on expected or reported enjoyment and learning. The performance results showed a significant interaction between performance and activity type, with the interaction being driven by the first round that students completed. However, the effect of activity type was replicated, suggesting that game features can enhance student enjoyment and are not a detriment to learning simple strategy-based tasks.
ContributorsBrandon, Russell (Author) / McNamara, Danielle S. (Thesis advisor) / Jackson, George T. (Committee member) / Johnson-Glenberg, Mina C. (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Recent findings in human interactions with complex objects, objects with unpredictable interaction dynamics, revealed predictability as an important factor when determining effective control strategies. The current study extended these findings by examining the role of predictability in the selection of control strategies in two scenarios: during initial interactions with a

Recent findings in human interactions with complex objects, objects with unpredictable interaction dynamics, revealed predictability as an important factor when determining effective control strategies. The current study extended these findings by examining the role of predictability in the selection of control strategies in two scenarios: during initial interactions with a novel, complex object, and when intentional constraints are imposed. In Experiment 1, methods with which people can identify and improve their control strategy during initial interactions with a complex object were examined. Participants actively restricted their movements at first to simplify the object’s complex behavior, then gradually adjusted movements to improve the system’s predictability. In Experiment 2, predictability of participants’ control strategies was monitored when the intention to act was changed to prioritize speed over stability. Even when incentivized to seek alternative strategies, people still prioritized predictability, and would compensate for the loss of predictability. These experiments furthered understanding of the motor control processes as a whole and may reveal important implications when generalized to other domains that also interact with complex systems.
ContributorsNguyen, Tri Duc (Author) / Amazeen, Eric (Thesis advisor) / Glenberg, Arthur (Committee member) / Amazeen, Polemnia G (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2022
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Description
The purpose of the Preschool Intervention for Embodied Storytelling (PIES) study was to evaluate the efficacy of a drama-based story time intervention on at-risk preschool students’ emotion knowledge, story retell and story comprehension skills. Six classrooms with 44 students were randomly assigned into drama-based intervention and dialogic reading control groups.

The purpose of the Preschool Intervention for Embodied Storytelling (PIES) study was to evaluate the efficacy of a drama-based story time intervention on at-risk preschool students’ emotion knowledge, story retell and story comprehension skills. Six classrooms with 44 students were randomly assigned into drama-based intervention and dialogic reading control groups. After four weeks of intervention sessions twice per week, students’ emotion knowledge and story retell skills were assessed with distal measures. During the program, students’ comprehension of the stories was evaluated weekly. Participants did not show significant main effects on any measures, however investigation of simple effects revealed differences in gains over time for intervention students in their story retell skills. Despite lack of significance, effect sizes for story retell were promising. Mean differences in story comprehension skills were consistently in favor of the intervention group for the duration of the program. Teacher participants showed an increase in their positive perceptions of drama-based instruction, but their own use of these strategies at story time was variable before and after observing the PIES program. Drama based instruction through PIES may be a favorable intervention strategy for preschool students as they develop narrative skills that are a prerequisite for future reading comprehension success.
ContributorsPierce, Melissa (Author) / Restrepo, Maria Adelaida (Thesis advisor) / Glenberg, Arthur (Committee member) / Marley, Scott (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Past research on knowledge has differentiated between dimensions of knowledge, for example amount or coherence. This dissertation introduces a novel dimension of knowledge, the Motivational Utility of Knowledge (MUK), that is based on hierarchies of human needs (e.g., physical safety, status/esteem, actualization, reproduction). The effects of MUK are tested in

Past research on knowledge has differentiated between dimensions of knowledge, for example amount or coherence. This dissertation introduces a novel dimension of knowledge, the Motivational Utility of Knowledge (MUK), that is based on hierarchies of human needs (e.g., physical safety, status/esteem, actualization, reproduction). The effects of MUK are tested in a set of four studies on the topic of houselessness. All four studies used the same dataset. Adults in the United States (N = 190) were recruited from an online survey platform and paid for participation. They were first asked about their conceptions of houselessness. Next, they read a set of four texts arguing different views of houselessness, and administered a comprehension test, an emotion while reading test, and asked if the text conflicted with their beliefs. They were then reassessed on their conceptions and administered the MUK scale. Finally, they were given a demographics questionnaire, including questions about their personal experience with houselessness, and were administered a general prior knowledge test and a vocabulary knowledge test. Study 1 examined MUK as a construct and assessed the factor structure of the scale. The analyses showed that the subscales of MUK loaded onto a single factor – overall value of houselessness knowledge. Study 2 situated MUK within the domain of conceptual change. The results demonstrated that participants’ conceptions of houselessness were related to MUK, and that their propensity to engage in conceptual change depended on MUK. Study 3 situated MUK within the domain of text comprehension research and demonstrated that the text-belief consistency effect is enhanced when participants have high MUK. Finally, Study 4 examined MUK as a mediator between conceptions and comprehension and examined the role of MUK in predicting negative emotions. Overall, the findings suggest that MUK plays a role in conceptual change and text comprehension such that participants with high MUK are less likely to revise their knowledge and have worse comprehension when the text conflicts with their beliefs. In addition, MUK may predict emotions while reading about controversial topics, as participants with high MUK were more likely to report negative emotions while reading.
ContributorsWatanabe, Micah (Author) / McNamara, Danielle S. (Thesis advisor) / Brewer, Gene (Committee member) / Firetto, Carla (Committee member) / Roscoe, Rod (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Recognition memory was investigated for naturalistic dynamic scenes. Although visual recognition for static objects and scenes has been investigated previously and found to be extremely robust in terms of fidelity and retention, visual recognition for dynamic scenes has received much less attention. In four experiments, participants view a number of

Recognition memory was investigated for naturalistic dynamic scenes. Although visual recognition for static objects and scenes has been investigated previously and found to be extremely robust in terms of fidelity and retention, visual recognition for dynamic scenes has received much less attention. In four experiments, participants view a number of clips from novel films and are then tasked to complete a recognition test containing frames from the previously viewed films and difficult foil frames. Recognition performance is good when foils are taken from other parts of the same film (Experiment 1), but degrades greatly when foils are taken from unseen gaps from within the viewed footage (Experiments 3 and 4). Removing all non-target frames had a serious effect on recognition performance (Experiment 2). Across all experiments, presenting the films as a random series of clips seemed to have no effect on recognition performance. Patterns of accuracy and response latency in Experiments 3 and 4 appear to be a result of a serial-search process. It is concluded that visual representations of dynamic scenes may be stored as units of events, and participant's old
ew judgments of individual frames were better characterized by a cued-recall paradigm than traditional recognition judgments.
ContributorsFerguson, Ryan (Author) / Homa, Donald (Thesis advisor) / Goldinger, Stephen (Committee member) / Glenberg, Arthur (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Students' ability to regulate and control their behaviors during learning has been shown to be a critical skill for academic success. However, researchers often struggle with ways to capture the nuances of this ability, often solely relying on self-report measures. This thesis proposal employs a novel approach to investigating variations

Students' ability to regulate and control their behaviors during learning has been shown to be a critical skill for academic success. However, researchers often struggle with ways to capture the nuances of this ability, often solely relying on self-report measures. This thesis proposal employs a novel approach to investigating variations in students' ability to self-regulate by using process data from the game-based Intelligent Tutoring System (ITS) iSTART-ME. This approach affords a nuanced examination of how students' regulate their interactions with game-based features at both a coarse-grained and fine-grain levels and the ultimate impact that those behaviors have on in-system performance and learning outcomes (i.e., self-explanation quality). This thesis is comprised of two submitted manuscripts that examined how a group of 40 high school students chose to engage with game-based features and how those interactions influenced their target skill performance. Findings suggest that in-system log data has the potential to provide stealth assessments of students' self-regulation while learning.
ContributorsSnow, Erica L (Author) / McNamara, Danielle S. (Thesis advisor) / Glenburg, Arthur M (Committee member) / Duran, Nicholas (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we

Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we may define these complex categories such as chairs, tables, or stairs by understanding the simpler rules defined by potential interactions with these objects. This concept, called grounding, allows for the learning and transfer of complex categorization rules if said rules are capable of being expressed in a more simple fashion by virtue of meaningful physical interactions. The present experiment tested this hypothesis by having participants engage in either a Rule Based (RB) or Information Integration (II) categorization task with instructions to engage with the stimuli in either a non-interactive or interactive fashion. If participants were capable of grounding the categories, which were defined in the II task with a complex visual rule, to a simpler interactive rule, then participants with interactive instructions should outperform participants with non-interactive instructions. Results indicated that physical interaction with stimuli had a marginally beneficial effect on category learning, but this effect seemed most prevalent in participants were engaged in an II task.
ContributorsCrawford, Thomas (Author) / Homa, Donald (Thesis advisor) / Glenberg, Arthur (Committee member) / McBeath, Michael (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2014