Analysing an Interactive Problem-Solving Task Through the Lens of Double Stimulation

Margarida ROMERO, S. Barma
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引用次数: 1

Abstract

Problem-solving activities have been studied from a diversity of epistemological perspectives. In problem-solving activities, the initial tensions of a problematic situation led to a cognitive dissonance between conflicting motives and instruments to reach the activity goal. We analyze problem-solving in the continuation of Sannino and Laitinen’s (2015) approach to the analysis of a decision-forming apparatus. The originality of this study is in consideration of the materialistic nature of double stimulation that appears during the activity of the CreaCube problem-solving task. This activity engages the participant in solving tasks with interactive robotic instruments. To solve a task, the subject is required to build interactive robotic modules into a specific configuration which will cause the artifact to move from an initial position to a predetermined final position. The conflict of stimuli in the CreaCube is strong and observable because of the tangibility of the artifact, which is manipulated by the participant into different configurations with the goal of solving the task. We discuss double stimulation in relation to the artifactual interactive affordances of educational robotics.
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从双重刺激的角度分析交互式问题解决任务
从认识论的不同角度研究了解决问题的活动。在解决问题的活动中,问题情境的最初紧张导致了冲突动机和达到活动目标的工具之间的认知失调。我们在Sannino和Laitinen(2015)分析决策形成装置的方法的延续中分析解决问题的方法。这项研究的独创性在于考虑到了双重刺激的物质本质,这种双重刺激出现在CreaCube解决问题任务的活动中。这个活动让参与者用交互式机器人仪器解决任务。为了解决任务,受试者需要将交互式机器人模块构建成特定的配置,这将使工件从初始位置移动到预定的最终位置。由于工件的可见性,在CreaCube中刺激的冲突是强烈的和可观察的,它被参与者操纵成不同的配置,以解决任务的目标。我们讨论了与教育机器人的人工交互能力有关的双重刺激。
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CiteScore
1.70
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0.00%
发文量
15
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