Characteristics of Fluent Skills in a Complex, Dynamic Problem-Solving Task

Kaydedildi:
Detaylı Bibliyografya
Yayımlandı:Human Factors vol. 47, no. 4 (Winter 2005), p. 742-752
Yazar: Myeong-Ho Sohn
Diğer Yazarlar: Douglass, Scott A, Mon-Chu, Chen, Anderson, John R
Baskı/Yayın Bilgisi:
Human Factors and Ergonomics Society
Konular:
Online Erişim:Citation/Abstract
Full Text + Graphics
Full Text - PDF
Etiketler: Etiketle
Etiket eklenmemiş, İlk siz ekleyin!

MARC

LEADER 00000nab a2200000uu 4500
001 216458516
003 UK-CbPIL
022 |a 0018-7208 
022 |a 1547-8181 
035 |a 216458516 
045 2 |b d20051201  |b d20060331 
084 |a 16553063 
084 |a 19745  |2 nlm 
100 1 |a Myeong-Ho Sohn 
245 1 |a Characteristics of Fluent Skills in a Complex, Dynamic Problem-Solving Task 
260 |b Human Factors and Ergonomics Society  |c Winter 2005 
513 |a Feature Journal Article 
520 3 |a We examined critical characteristics of fluent cognitive skills, using the Georgia Tech Aegis Simulation Program, a tactical decision-making computer game that simulates tasks of an anti-air-warfare coordinator. To characterize learning, we adopted the unit-task analysis framework, in which a task is decomposed into several unit tasks that are further decomposed into functional-level subtasks. Our results showed that learning at a global level could be decomposed into learning smaller component tasks. Further, most learning was associated with a reduction in cognitive processes, in which people make inferences from the currently available information. Eye-movement data also revealed that the time spent on task-irrelevant regions of the display decreased more than did the time spent on task-relevant regions. In sum, although fluency in dynamic, complex problem solving was achieved by attaining efficiency in perceptual, motor, and cognitive processes, the magnitude of the gains depended on the preexisting fluency of the component skills. These results imply that a training program should decompose a task into its component skills and emphasize those components with which trainees have relatively little prior experience. Actual or potential applications of this research include learning and training of complex tasks as well as evaluation of performance on those tasks. [PUBLICATION ABSTRACT]   We examined critical characteristics of fluent cognitive skills, using the Georgia Tech Aegis Simulation Program, a tactical decision-making computer game that simulates tasks of an anti-air-warfare coordinator. To characterize learning, we adopted the unit-task analysis framework, in which a task is decomposed into several unit tasks that are further decomposed into functional-level subtasks. Our results showed that learning at a global level could be decomposed into learning smaller component tasks. Further, most learning was associated with a reduction in cognitive processes, in which people make inferences from the currently available information. Eye-movement data also revealed that the time spent on task-irrelevant regions of the display decreased more than did the time spent on task-relevant regions. In sum, although fluency in dynamic, complex problem solving was achieved by attaining efficiency in perceptual, motor, and cognitive processes, the magnitude of the gains depended on the preexisting fluency of the component skills. These results imply that a training program should decompose a task into its component skills and emphasize those components with which trainees have relatively little prior experience. Actual or potential applications of this research include learning and training of complex tasks as well as evaluation of performance on those tasks. 
650 2 2 |a Aviation 
650 2 2 |a Cognition 
650 2 2 |a Computer Simulation 
650 2 2 |a Decision Making 
650 2 2 |a Eye Movements 
650 2 2 |a Humans 
650 2 2 |a Learning 
650 2 2 |a Motor Skills 
650 2 2 |a Problem Solving 
650 2 2 |a Research Support, U.S. Gov't, Non-P.H.S. 
650 2 2 |a Students 
650 2 2 |a Task Performance & Analysis 
653 |a Critical thinking 
653 |a Cognition & reasoning 
653 |a Decision making models 
653 |a Computer & video games 
653 |a Task analysis 
653 |a Training 
700 1 |a Douglass, Scott A 
700 1 |a Mon-Chu, Chen 
700 1 |a Anderson, John R 
773 0 |t Human Factors  |g vol. 47, no. 4 (Winter 2005), p. 742-752 
786 0 |d ProQuest  |t Arts & Humanities Database 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/216458516/abstract/embedded/L8HZQI7Z43R0LA5T?source=fedsrch 
856 4 0 |3 Full Text + Graphics  |u https://www.proquest.com/docview/216458516/fulltextwithgraphics/embedded/L8HZQI7Z43R0LA5T?source=fedsrch 
856 4 0 |3 Full Text - PDF  |u https://www.proquest.com/docview/216458516/fulltextPDF/embedded/L8HZQI7Z43R0LA5T?source=fedsrch