Publications

Displaying 201 - 209 of 209
  • Van Berkum, J. J. A., Hijne, H., De Jong, T., Van Joolingen, W. R., & Njoo, M. (1991). Aspects of computer simulations in education. Education & Computing, 6(3/4), 231-239.

    Abstract

    Computer simulations in an instructional context can be characterized according to four aspects (themes): simulation models, learning goals, learning processes and learner activity. The present paper provides an outline of these four themes. The main classification criterion for simulation models is quantitative vs. qualitative models. For quantitative models a further subdivision can be made by classifying the independent and dependent variables as continuous or discrete. A second criterion is whether one of the independent variables is time, thus distinguishing dynamic and static models. Qualitative models on the other hand use propositions about non-quantitative properties of a system or they describe quantitative aspects in a qualitative way. Related to the underlying model is the interaction with it. When this interaction has a normative counterpart in the real world we call it a procedure. The second theme of learning with computer simulation concerns learning goals. A learning goal is principally classified along three dimensions, which specify different aspects of the knowledge involved. The first dimension, knowledge category, indicates that a learning goal can address principles, concepts and/or facts (conceptual knowledge) or procedures (performance sequences). The second dimension, knowledge representation, captures the fact that knowledge can be represented in a more declarative (articulate, explicit), or in a more compiled (implicit) format, each one having its own advantages and drawbacks. The third dimension, knowledge scope, involves the learning goal's relation with the simulation domain; knowledge can be specific to a particular domain, or generalizable over classes of domains (generic). A more or less separate type of learning goal refers to knowledge acquisition skills that are pertinent to learning in an exploratory environment. Learning processes constitute the third theme. Learning processes are defined as cognitive actions of the learner. Learning processes can be classified using a multilevel scheme. The first (highest) of these levels gives four main categories: orientation, hypothesis generation, testing and evaluation. Examples of more specific processes are model exploration and output interpretation. The fourth theme of learning with computer simulations is learner activity. Learner activity is defined as the ‘physical’ interaction of the learner with the simulations (as opposed to the mental interaction that was described in the learning processes). Five main categories of learner activity are distinguished: defining experimental settings (variables, parameters etc.), interaction process choices (deciding a next step), collecting data, choice of data presentation and metacontrol over the simulation.
  • Van Turennout, M. (2002). Het benoemen van een object veroorzaakt langdurige veranderingen in het brein. Neuropraxis, 6(3), 77-81.
  • Van Berkum, J. J. A., & De Jong, T. (1991). Instructional environments for simulations. Education & Computing, 6(3/4), 305-358.

    Abstract

    The use of computer simulations in education and training can have substantial advantages over other approaches. In comparison with alternatives such as textbooks, lectures, and tutorial courseware, a simulation-based approach offers the opportunity to learn in a relatively realistic problem-solving context, to practise task performance without stress, to systematically explore both realistic and hypothetical situations, to change the time-scale of events, and to interact with simplified versions of the process or system being simulated. However, learners are often unable to cope with the freedom offered by, and the complexity of, a simulation. As a result many of them resort to an unsystematic, unproductive mode of exploration. There is evidence that simulation-based learning can be improved if the learner is supported while working with the simulation. Constructing such an instructional environment around simulations seems to run counter to the freedom the learner is allowed to in ‘stand alone’ simulations. The present article explores instructional measures that allow for an optimal freedom for the learner. An extensive discussion of learning goals brings two main types of learning goals to the fore: conceptual knowledge and operational knowledge. A third type of learning goal refers to the knowledge acquisition (exploratory learning) process. Cognitive theory has implications for the design of instructional environments around simulations. Most of these implications are quite general, but they can also be related to the three types of learning goals. For conceptual knowledge the sequence and choice of models and problems is important, as is providing the learner with explanations and minimization of error. For operational knowledge cognitive theory recommends learning to take place in a problem solving context, the explicit tracing of the behaviour of the learner, providing immediate feedback and minimization of working memory load. For knowledge acquisition goals, it is recommended that the tutor takes the role of a model and coach, and that learning takes place together with a companion. A second source of inspiration for designing instructional environments can be found in Instructional Design Theories. Reviewing these shows that interacting with a simulation can be a part of a more comprehensive instructional strategy, in which for example also prerequisite knowledge is taught. Moreover, information present in a simulation can also be represented in a more structural or static way and these two forms of presentation provoked to perform specific learning processes and learner activities by tutor controlled variations in the simulation, and by tutor initiated prodding techniques. And finally, instructional design theories showed that complex models and procedures can be taught by starting with central and simple elements of these models and procedures and subsequently presenting more complex models and procedures. Most of the recent simulation-based intelligent tutoring systems involve troubleshooting of complex technical systems. Learners are supposed to acquire knowledge of particular system principles, of troubleshooting procedures, or of both. Commonly encountered instructional features include (a) the sequencing of increasingly complex problems to be solved, (b) the availability of a range of help information on request, (c) the presence of an expert troubleshooting module which can step in to provide criticism on learner performance, hints on the problem nature, or suggestions on how to proceed, (d) the option of having the expert module demonstrate optimal performance afterwards, and (e) the use of different ways of depicting the simulated system. A selection of findings is summarized by placing them under the four themes we think to be characteristic of learning with computer simulations (see de Jong, this volume).
  • van Geenhoven, V. (2002). Raised Possessors and Noun Incorporation in West Greenlandic. Natural Language & Linguistic Theory, 20(4), 759-821.

    Abstract

    This paper addresses the question of whether noun incorporation is a syntactically base-generated or a syntactically derived construction. Focusing on so-called 'raised possessors' in West Greenlandic noun incorporating constructions and presenting some new data, I discuss some problems that arise if we use the derivational framework of Bittner and Hale (1996) to analyze them. I show that if we make the predication relations in noun incorporating constructions overt in their syntax and if we adopt a dynamic approach to semantics, a base-generated syntactic input enriched with a coindexation system is all that we need to arrive at an adequate semantic interpretation of these constructions.
  • Van der Veer, G. C., Bagnara, S., & Kempen, G. (1991). Preface. Acta Psychologica, 78, ix. doi:10.1016/0001-6918(91)90002-H.
  • Vigliocco, G., Lauer, M., Damian, M. F., & Levelt, W. J. M. (2002). Semantic and syntactic forces in noun phrase production. Journal of Experimental Psychology: Learning, Memory and Cognition, 28(1), 46-58. doi:10.1037//0278-7393.28.1.46.

    Abstract

    Three experiments investigated semantic and syntactic effects in the production of phrases in Dutch. Bilingual participants were presented with English nouns and were asked to produce an adjective + noun phrase in Dutch including the translation of the noun. In 2 experiments, the authors blocked items by either semantic category or grammatical gender. Participants performed the task slower when the target nouns were of the same semantic category than when they were from different categories and faster when the target nouns had the same gender than when they had different genders. In a final experiment, both manipulations were crossed. The authors replicated the results of the first 2 experiments, and no interaction was found. These findings suggest a feedforward flow of activation between lexico-semantic and lexico-syntactic information.
  • Vigliocco, G., Vinson, D. P., Damian, M. F., & Levelt, W. J. M. (2002). Semantic distance effects on object and action naming. Cognition, 85, B61-B69. doi:10.1016/S0010-0277(02)00107-5.

    Abstract

    Graded interference effects were tested in a naming task, in parallel for objects and actions. Participants named either object or action pictures presented in the context of other pictures (blocks) that were either semantically very similar, or somewhat semantically similar or semantically dissimilar. We found that naming latencies for both object and action words were modulated by the semantic similarity between the exemplars in each block, providing evidence in both domains of graded semantic effects.
  • Vonk, W. (2002). Zin in tekst. Psycholinguïstisch onderzoek naar het begrijpen van taal. Gramma/TTT, 8, 267-284.
  • Weber, A. (2002). Assimilation violation and spoken-language processing: A supplementary report. Language and Speech, 45, 37-46. doi:10.1177/00238309020450010201.

    Abstract

    Previous studies have shown that spoken-language processing is inhibited by violation of obligatory regressive assimilation. Weber (2001) replicated this inhibitory effect in a phoneme-monitoring study examining regressive place assimilation of nasals, but found facilitation for violation of progressive assimilation. German listeners detected the velar fricative [x] more quickly when fricative assimilation was violated (e.g., *[bIxt] or *[blInx@n]) than when no violation occurred (e.g., [baxt] or [blu:x@n]). It was argued that a combination of two factors caused facilitation:(1) progressive assimilation creates different restrictions for the monitoring target than regressive assimilation does, and (2) the sequences violating assimilation (e.g., *[Ix]) are novel for German listeners and therefore facilitate fricative detection (novel popout). The present study tested progressive assimilation violation in non-novel sequences using the palatal fricative [C]. Stimuli either violated fricative assimilation (e.g., *[ba:C@l ]) or did not (e.g., [bi: C@l ]). This manipulation does not create novel sequences: sequences like *[a:C] can occur across word boundaries, while *[Ix] cannot. No facilitation was found. However, violation also did not significantly inhibit processing. The results confirm that facilitation depends on the combination of progressive assimilation with novelty of the sequence.

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