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ACT-R

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lightbulbAbout this topic
ACT-R (Adaptive Control of Thought—Rational) is a cognitive architecture that models human cognition through a set of production rules and declarative memory structures. It integrates various cognitive processes, such as learning, problem-solving, and memory retrieval, to simulate and understand human thought and behavior in a computational framework.
lightbulbAbout this topic
ACT-R (Adaptive Control of Thought—Rational) is a cognitive architecture that models human cognition through a set of production rules and declarative memory structures. It integrates various cognitive processes, such as learning, problem-solving, and memory retrieval, to simulate and understand human thought and behavior in a computational framework.

Key research themes

1. How does ACT-R serve as a unifying cognitive architecture across diverse cognitive processes and domains?

This research area investigates the extent to which ACT-R models cognitive architecture as envisaged by Newell's vision of a unified theory of cognition. It explores whether ACT-R can provide a comprehensive, integrative framework that encompasses a wide range of cognitive phenomena—from decision making and memory to perception and language processing—while addressing issues of context dependence, modularity, and knowledge representation.

2022

Key finding: The paper argues that individual ACT-R models are inherently context-dependent and thus can only account for finite sets of cognitive processes, limiting ACT-R's ability to model an unbounded, whole mind system as required by...Read more
Key finding: The paper argues that individual ACT-R models are inherently context-dependent and thus can only account for finite sets of cognitive processes, limiting ACT-R's ability to model an unbounded, whole mind system as required by Newell's unifying theory of cognition. It proposes a need to distinguish temporary, context-specific thought operations from persistent, context-independent knowledge, suggesting extensions to ACT-R by integrating situated simulation theory elements.

2016

Key finding: This work elucidates distinct constraints imposed by ACT-R and Soar architectures on cognitive modelers, impacting decision-making modeling idioms such as production rule firing and memory access. Findings highlight that...Read more
Key finding: This work elucidates distinct constraints imposed by ACT-R and Soar architectures on cognitive modelers, impacting decision-making modeling idioms such as production rule firing and memory access. Findings highlight that ACT-R’s cognitive bottleneck, allowing only one production rule instantiation firing at a time, requires sequential retrieval/action sequences, whereas Soar’s differing constraints foster differing modeling patterns. These architectural traits inform understanding of ACT-R’s mechanism-level limits and modeling idioms.

2016

Key finding: The paper situates ACT-R within cognitive engineering applications, emphasizing its theoretical robustness and empirical fidelity in real-world task contexts including pilot behavior and human-computer interaction. It notes...Read more
Key finding: The paper situates ACT-R within cognitive engineering applications, emphasizing its theoretical robustness and empirical fidelity in real-world task contexts including pilot behavior and human-computer interaction. It notes the strengths and limitations of ACT-R models in addressing domain-specific expertise and the challenges of bridging cognitive theory and pragmatic engineering demands, thereby contributing to the critical evaluation of ACT-R's scope as a unified architecture.

2. How can ACT-R models simulate intuitive and goal-directed decision-making beyond reinforcement learning paradigms?

This research theme addresses ACT-R's capacity to model human decision-making processes, especially intuitive, implicit, and goal-proximity based decision-making that operate without explicit reward feedback. It considers the cognitive mechanisms through which ACT-R simulates rapid, unconscious pattern recognition and decisions that precede or complement reinforcement learning, with a focus on real-world applicability and fidelity to human behavioral data.

2021

Key finding: This study presents an ACT-R model implementing implicit statistical learning through declarative memory to simulate unconscious situational pattern recognition underlying intuitive decision making. The model closely fits...Read more
Key finding: This study presents an ACT-R model implementing implicit statistical learning through declarative memory to simulate unconscious situational pattern recognition underlying intuitive decision making. The model closely fits human performance in artificial grammar learning tasks, suggesting that ACT-R’s procedural memory conceptualization requires expansion to include abstract statistical regularity representations, thereby enhancing ACT-R’s ability to simulate System 1 cognition.

2009, Cognitive Science

Key finding: The paper proposes and implements the Goal-Proximity Decision-making (GPD) mechanism within ACT-R, which chooses actions based on the strength of association between goals and options rather than prior reward history. GPD...Read more
Key finding: The paper proposes and implements the Goal-Proximity Decision-making (GPD) mechanism within ACT-R, which chooses actions based on the strength of association between goals and options rather than prior reward history. GPD outperforms traditional reinforcement learning in multi-goal maze navigation simulations and better captures human choice behavior when explicit rewards are absent, demonstrating ACT-R’s capability to model non-reward based decision-making.

2016

Key finding: Provides insight into how ACT-R’s architectural constraints affect modeling of decision-making sequences, showing that its single production firing and single retrieval buffer bottlenecks necessitate sequential,...Read more
Key finding: Provides insight into how ACT-R’s architectural constraints affect modeling of decision-making sequences, showing that its single production firing and single retrieval buffer bottlenecks necessitate sequential, retrieval-driven decision processes. These constraints shape ACT-R’s implementation of intuitive and analytic decision modes, informing modelers about the architecture’s support and limitations for simulating different decision-making dynamics.

3. What methodological advances enable the integration of ACT-R cognitive models with real-world and social human-computer interaction systems?

This theme explores the application of ACT-R in socially interactive, real-world or virtual environments, focusing on developing embodied cognitive models integrated with robotic platforms and virtual worlds. It includes leveraging ACT-R’s cognitive architectures to model social storytelling, human-robot interaction, and complex environmental navigation, pointing to extensions that enhance ecological validity and interaction dynamics in human-computer interface modeling.

2023, Robotics

Key finding: This paper presents a cognitive modeling approach employing ACT-R to drive humanoid robots (NAO and Pepper) in interactive storytelling contexts. By representing story characters’ reasoning and emotional states, the robots...Read more
Key finding: This paper presents a cognitive modeling approach employing ACT-R to drive humanoid robots (NAO and Pepper) in interactive storytelling contexts. By representing story characters’ reasoning and emotional states, the robots externalize internal cognitive dynamics. The study demonstrates that ACT-R-based cognitive models augment the engagement and emotional interpretation in child-robot interactions, paving the way for empirical studies in educational settings to assess ACT-R’s role in embodied social cognition.

2009

Key finding: This work argues for using the virtual world Second Life as an environment for integrating ACT-R cognitive models with embodied agents. It highlights Second Life’s complexity and realism advantages over traditional...Read more
Key finding: This work argues for using the virtual world Second Life as an environment for integrating ACT-R cognitive models with embodied agents. It highlights Second Life’s complexity and realism advantages over traditional simulations and robotics, enabling models to be tested in rich, dynamic social contexts without prohibitive costs. Initial simulations show that the complexity reveals differences in model parameters and performance that simpler environments cannot, enhancing ACT-R’s applied modeling capabilities.

2016

Key finding: By analyzing different architectures’ idioms, this paper offers methodological insights into how ACT-R’s production rule and memory retrieval mechanisms can be adapted or extended to support complex embodied and social...Read more
Key finding: By analyzing different architectures’ idioms, this paper offers methodological insights into how ACT-R’s production rule and memory retrieval mechanisms can be adapted or extended to support complex embodied and social interaction models that require sequential and modular decision processes, which are crucial for implementing real-time interactive robotic or virtual agent behavior.

Related Topics

All papers in ACT-R

2023

We investigate the hypothesis that historical information plays an important role in learning action selection via reinforcement learning. In particular, we consider the value of the history of prior actions in the classic T maze of...more
We investigate the hypothesis that historical information plays an important role in learning action selection via reinforcement learning. In particular, we consider the value of the history of prior actions in the classic T maze of Tolman and Honzik (Tolman & Honzik 1930). We show that including a sequence of actions in the state makes it possible to learn the task using reinforcement learning. Moreover we show that learning over sequences of length 0 ~ 4 is necessary to model rat behavior. This behavior is modeled in Soar-RL and compared to an earlier model created in ACT-R.

2023

Reinforcement learning (RL) models of decision-making cannot account for human decisions in the absence of prior reward or punishment. We propose a mechanism for choosing among available options based on goal-option association strengths,...more
Reinforcement learning (RL) models of decision-making cannot account for human decisions in the absence of prior reward or punishment. We propose a mechanism for choosing among available options based on goal-option association strengths, where association strengths between objects represent object proximity. The proposed mechanism, Goal-Proximity Decision-making (GPD), is implemented within the ACT-R cognitive framework. A one-choice navigation experiment is presented. GPD captures human performance in the early trials of the experiment, where RL cannot.

2022, Cognitive Task Analysis

There are many varieties of task analysis-each with its advantages and disadvantages, each with its adherents and detractors (e.g. see the recent collections published by Annett & Stanton, 1998; Kirwan & Ainsworth, 1992). Most published...more
There are many varieties of task analysis-each with its advantages and disadvantages, each with its adherents and detractors (e.g. see the recent collections published by Annett & Stanton, 1998; Kirwan & Ainsworth, 1992). Most published descriptions focus on how to apply the technique or why it is a good technique to apply. Few accounts written by advocates of a technique are specifically directed at problems and pitfalls in applying the technique. This account is different. Although we are unabashedly enthusiastic advocates of the theory-driven combination of task analysis and protocol analysis that we employ, we hope that by identifying problems and obstacles that we encountered that more people will be better prepared and, therefore, more successful at applying these techniques. Beware-knowing that the road is narrow, winding, and unmarked does not make the trip easy. It might, however, discourage someone from setting out in the family sedan. For those who are better equipped, knowledge of the hazards ahead may help them avoid blindly plunging forward into a known problem. It is in this spirit that we write this chapter. The following section provides a brief overview of the techniques we employ. It then introduces the known obstacles to these techniques. The main part of the chapter discusses these obstacles in the context of a specific project-Project Nemo. Theory-Driven Task Analysis and Protocol Analysis Theory-driven task analysis decomposes the procedural and declarative knowledge required to perform a task into components supported by the theory. With some additional work on the part of the analyst, the control structure provided by the theory can use the elements of the analysis Gray & Kirschenbaum page 3 Analyzing a Novel Expertise to form a model of how a user performs the task. Theories with weak or rigid control structures, such as keystroke-level GOMS or CPM-GOMS (for an overview, see John & Kieras, 1996a; John & Kieras, 1996b), may produce models that are only capable of performing the exact task that was analyzed. Theories with more powerful control structures, such as NGOMSL, ACT-R, Soar, or EPIC (see Gray, Young, & Kirschenbaum, 1997b), may respond adaptively to perform variations of the analyzed task. Cognitive theories provide constraints to the final form of the analysis-that is, for how the components must fit together. However, the components per se vary widely, and the analysis of

2022, PsycEXTRA Dataset

On the basis of findings from an experiment with 6-year-old children we show a proposal for a cognitive model of representational shifts in learning the number line. The findings from the experiment provide information on number line...more
On the basis of findings from an experiment with 6-year-old children we show a proposal for a cognitive model of representational shifts in learning the number line. The findings from the experiment provide information on number line estimation-that is, translating a number to a spatial position on a number line. Though the experiment is a replication of an experiment done by Siegler and Ramani (2008) where they concluded with a logarithmic to linear shift, we could not find logarithmic representation of the results from any of our subjects. What we find is anchor points as important for improvement on learning the number line.

2022

We investigate the hypothesis that historical information plays an important role in learning action selection via reinforcement learning. In particular, we consider the value of the history of prior actions in the classic T maze of...more
We investigate the hypothesis that historical information plays an important role in learning action selection via reinforcement learning. In particular, we consider the value of the history of prior actions in the classic T maze of Tolman and Honzik (Tolman & Honzik 1930). We show that including a sequence of actions in the state makes it possible to learn the task using reinforcement learning. Moreover we show that learning over sequences of length 0 ~ 4 is necessary to model rat behavior. This behavior is modeled in Soar-RL and compared to an earlier model created in ACT-R.

2022

Reinforcement learning (RL) models of decision-making cannot account for human decisions in the absence of prior reward or punishment. We propose a mechanism for choosing among available options based on goal-option association strengths,...more
Reinforcement learning (RL) models of decision-making cannot account for human decisions in the absence of prior reward or punishment. We propose a mechanism for choosing among available options based on goal-option association strengths, where association strengths between objects represent object proximity. The proposed mechanism, Goal-Proximity Decision-making (GPD), is implemented within the ACT-R cognitive framework. A one-choice navigation experiment is presented. GPD captures human performance in the early trials of the experiment, where RL cannot.

2016

Cognitive engineering is the application of cognitive science theories to human factors practice. As this description suggests, there are strong symbioses between cognitive engineering and cognitive science, but there are also strong...more
Cognitive engineering is the application of cognitive science theories to human factors practice. As this description suggests, there are strong symbioses between cognitive engineering and cognitive science, but there are also strong differences.

Symbiosis implies a mutual influence, and the history of cognitive engineering supports this characterization in two key areas: the development of cognitive theory and the development of computational modeling software. For theory development, a stringent test of our understanding of cognitive processes is whether we can apply our knowledge to real-world problems. The degree to which we succeed at this task is the degree to which we have developed robust and powerful theories. The degree to which we fail at this task is the degree to which more research and stronger theories are required (Gray, Schoelles, & Myers, 2004).

2016, Journal of Educational Psychology

A theoretical analysis of the development of numerical representations indicated that playing linear number board games should enhance preschoolers' numerical knowledge and ability to acquire new numerical knowledge. The effect on...more
A theoretical analysis of the development of numerical representations indicated that playing linear number board games should enhance preschoolers' numerical knowledge and ability to acquire new numerical knowledge. The effect on knowledge of numerical magnitudes was predicted to be larger when the game was played with a linear board than with a circular one, due to a more direct mapping between the linear board and the desired mental representation. As predicted, playing the linear board game for roughly one hour increased lowincome preschoolers' proficiency on the two tasks that directly measured understanding of numerical magnitudes -numerical magnitude comparison and number line estimation -more than playing the game with a circular board or engaging in other numerical activities. Also as predicted, children who had played the linear number board game generated more correct answers and better quality errors in response to subsequent training on arithmetic problems, a task hypothesized to be influenced by knowledge of numerical magnitudes. Thus, playing linear number board games not only increases preschoolers' numerical knowledge; it also helps them learn from future numerical experiences.

2016, Child Development

Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr...more
Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr increased low-income preschoolers' (mean age 5 5.4 years) proficiency on 4 diverse numerical tasks: numerical magnitude comparison, number line estimation, counting, and numeral identification. The gains remained 9 weeks later. Classmates who played an identical game, except for the squares varying in color rather than number, did not improve on any measure. Also as predicted, home experience playing number board games correlated positively with numerical knowledge. Thus, playing number board games with children from low-income backgrounds may increase their numerical knowledge at the outset of school.

2015, Mind, Brain, and Education

Children with mild intellectual disabilities (MID) appear to have particular problems in understanding the numerical meaning of Arabic digits. Therefore, we developed and evaluated a numerical domino game that specifically targeted the...more
Children with mild intellectual disabilities (MID) appear to have particular problems in understanding the numerical meaning of Arabic digits. Therefore, we developed and evaluated a numerical domino game that specifically targeted the association between these digits and the numerical magnitudes they represent. Participants were 30 children with MID (M = 8.36 years), randomly assigned to either the numerical domino game or to a control color domino game. Findings revealed that both groups of children improved on a nonsymbolic comparison and arithmetic task. Most importantly, only children who played the numerical domino game became significantly faster from pretest to posttest on a symbolic comparison task. These findings suggest that numerical magnitude processing can be successfully trained in children with MID.

2015, Computational and Mathematical Organization Theory

Planning a path to a destination, given a number of options and obstacles, is a common task. We suggest a two-component cognitive model that combines retrieval of knowledge about the environment with search guided by visual perception. In...more
Planning a path to a destination, given a number of options and obstacles, is a common task. We suggest a two-component cognitive model that combines retrieval of knowledge about the environment with search guided by visual perception. In the first component, subsymbolic information, acquired during navigation, aids in the retrieval of declarative information representing possible paths to take. In the second component, visual information directs the search, which in turn creates knowledge for the first component. The model is implemented using the ACT-R cognitive architecture and makes realistic assumptions about memory access and shifts in visual attention. We present simulation results for memory-based high-level navigation in grid and tree structures, and visual navigation in mazes, varying relevant cognitive (retrieval noise and visual finsts) and environmental (maze and path size) parameters. The visual component is evaluated with data from a multi-robot control experiment, where subjects planned paths for robots to explore a building. We describe a method to compare trajectories without referring to aligned points in the itinerary. The evaluation shows that the model provides a good fit, but also that planning strategies may vary with task loads.

2014, Journal of Educational Psychology

A theoretical analysis of the development of numerical representations indicated that playing linear number board games should enhance preschoolers' numerical knowledge and ability to acquire new numerical knowledge. The effect on...more
A theoretical analysis of the development of numerical representations indicated that playing linear number board games should enhance preschoolers' numerical knowledge and ability to acquire new numerical knowledge. The effect on knowledge of numerical magnitudes was predicted to be larger when the game was played with a linear board than with a circular one, due to a more direct mapping between the linear board and the desired mental representation. As predicted, playing the linear board game for roughly one hour increased lowincome preschoolers' proficiency on the two tasks that directly measured understanding of numerical magnitudes -numerical magnitude comparison and number line estimation -more than playing the game with a circular board or engaging in other numerical activities. Also as predicted, children who had played the linear number board game generated more correct answers and better quality errors in response to subsequent training on arithmetic problems, a task hypothesized to be influenced by knowledge of numerical magnitudes. Thus, playing linear number board games not only increases preschoolers' numerical knowledge; it also helps them learn from future numerical experiences.

2013

On the basis of findings from an experiment with 6-year-old children we show a proposal for a cognitive model of representational shifts in learning the number line. The findings from the experiment provide information on number line...more
On the basis of findings from an experiment with 6-year-old children we show a proposal for a cognitive model of representational shifts in learning the number line. The findings from the experiment provide information on number line estimation -that is, translating a number to a spatial position on a number line. Though the experiment is a replication of an experiment done by where they concluded with a logarithmic to linear shift, we could not find logarithmic representation of the results from any of our subjects. What we find is anchor points as important for improvement on learning the number line.

2013

We present findings from an experiment with 6-year-old children in Norway who are getting started with the process of learning the numbers from 1 to 10. The findings provide information on number line estimation -that is, translating a...more
We present findings from an experiment with 6-year-old children in Norway who are getting started with the process of learning the numbers from 1 to 10. The findings provide information on number line estimation -that is, translating a number to a spatial position on a number line. The results show different categories of representation of the magnitudes on the number line, which may represent different stages in a learning sequence. On this basis, we show a proposal for a cognitive model of the learning process towards a linear representation of magnitudes.

2013

Semantic Relevancy Maps are a visual analytic technique for representing the distribution of semantic relevancy across an information display. The maps highlight the text areas of the display corresponding to the relevance of that text to...more
Semantic Relevancy Maps are a visual analytic technique for representing the distribution of semantic relevancy across an information display. The maps highlight the text areas of the display corresponding to the relevance of that text to user goals, with stronger highlights indicating higher degrees of relevance. Semantic Relevancy Maps were developed as a tool for high-fidelity computational cognitive models that search complex information displays in the same manner as humans. However, they offer the potential to be a standalone tool for quickly evaluating the spatial layout of information for designers or, more simply, for identifying the spatial location of sought-for information by any computer user.

2013

Abstract When people search a Web page for links that are relevant to their information goal, they attend to the labels and estimate the likelihood that the link will lead to the goal. We have previously found in a simplified single-page...more
Abstract When people search a Web page for links that are relevant to their information goal, they attend to the labels and estimate the likelihood that the link will lead to the goal. We have previously found in a simplified single-page menu search task that people sometimes, but not always, assess only a subset of the links available.

2013

Abstract Planning a path to a destination, given a number of options and obstacles, is a common task. We suggest a two-component cognitive model that combines retrieval of knowledge about the environment with search guided by visual...more
Abstract Planning a path to a destination, given a number of options and obstacles, is a common task. We suggest a two-component cognitive model that combines retrieval of knowledge about the environment with search guided by visual perception. In the first component, subsymbolic information, acquired during navigation, aids in the retrieval of declarative information representing possible paths to take.

2012, Cognitive Science

Successfully explaining and replicating the complexity and generality of human and animal learning will require the integration of a variety of learning mechanisms. Here we introduce a computational model which integrates associative...more
Successfully explaining and replicating the complexity and generality of human and animal learning will require the integration of a variety of learning mechanisms.  Here we introduce a computational model which integrates associative learning and reinforcement learning. We contrast the integrated model with standalone associative learning and reinforcement learning models in three simulation studies. First, a synthetic grid-navigation task is employed to highlight performance advantages for the integrated model in an environment where the reward structure is both diverse and dynamic. The second and third simulations contrast the performances of the three models in behavioral experiments, demonstrating advantages for the integrated model in accounting for behavioral data.

2009, Cognitive Science

Reinforcement learning (RL) models of decision-making cannot account for human decisions in the absence of prior reward or punishment. We propose a mechanism for choosing among available options based on goal-option association strengths,...more
Reinforcement learning (RL) models of decision-making cannot account for human decisions in the absence of prior reward or punishment. We propose a mechanism for choosing among available options based on goal-option association strengths, where association strengths between objects represent previously experienced object proximity. The proposed mechanism, Goal-Proximity Decision-making (GPD), is implemented within the ACT-R cognitive framework. GPD is found to be more efficient than RL in three maze-navigation simulations. GPD advantages over RL seem to grow as task difficulty is increased. An experiment is presented where participants are asked to make choices in the absence of prior reward. GPD captures human performance in this experiment better than RL.

2008

We applied overlapping waves theory and microgenetic methods to examine how children improve their estimation proWciency, and in particular how they shift from reliance on immature to mature representations of numerical magnitude. We also...more
We applied overlapping waves theory and microgenetic methods to examine how children improve their estimation proWciency, and in particular how they shift from reliance on immature to mature representations of numerical magnitude. We also tested the theoretical prediction that feedback on problems on which the discrepancy between two representations is greatest will cause the greatest representational change. Second graders who initially were assessed as relying on an immature representation were presented feedback that varied in degree of discrepancy between the predictions of the mature and immature representations. The most discrepant feedback produced the greatest representational change. The change was strikingly abrupt, often occurring after a single feedback trial, and impressively broad, aVecting estimates over the entire range of numbers from 0 to 1000. The Wndings indicated that cognitive change can occur at the level of an entire representation, rather than always involving a sequence of local repairs.
Fig. 2. Experiment 1. Age differences in number-line estimation.  J.E. Opfer, R.S. Siegler | Cognitive Psychology 55 (2007) 169-195
Fig. 4. Experiment 2: trial block-to-trial block changes in percentage of children in each condition whose esti- mates were best fit by the linear function.  J.E. Opfer, R.S. Siegler | Cognitive Psychology 55 (2007) 169-195
Fig. 1. The discrepancy between a logarithmic and linear representation of numeric values on a 0-1000 number line is greatest at 150; the discrepancies for 5 and 725 are equal to each other and about half as great as that at 150.  Experiment | had three major purposes. One was to test whether the greatest improve- ment between second and fourth grade occurs for numbers around 150. Siegler and Opfer’s (2003) stimulus set did not include any numbers in this area—the closest numbers that they presented were 86 and 230—but the theoretical prediction was that the greatest
Fig. 3. Experiment 2. Best fitting functions for pretest (light colored) and posttest (dark color) median estimates. Solid function lines indicate that the function fit the data significantly better than the alternative model did. Dashed function lines indicate that the fit of the two functions did not differ significantly.  JE. Opfer, R.S. Siegler | Cognitive Psychology 55 (2007) 169-195
Fig. 5. Experiment 2: backward trials graph of fit of linear and logarithmic models to children’s estimates. The 0 trial block is the block on which the linear function first provided a better fit to each child’s estimates; the —1 trial block is the block before that, and so on. The N’s indicate the number of children who contributed data at each trial block; thus, 38 children used the linear representation on a least one trial block and therefore contributed data to trial block 0, 35 of these children had at least one trial block after this point and therefore contributed data to trial block 1, and so on.  J.E. Opfer, R.S. Siegler | Cognitive Psychology 55 (2007) 169-195
* During the feedback phases, one-third of children in the no-feedback group were asked to estimate the positions of the same numbers as children in the back group (but without feedback), one-third were asked to estimate the positions of the same numbers as children in the 150-feedback group (without fee and one-third were asked to estimate the positions of the same numbers as children in the 725-feedback group (without feedback).  Design of Experiment 2

2008

We applied overlapping waves theory and microgenetic methods to examine how children improve their estimation proWciency, and in particular how they shift from reliance on immature to mature representations of numerical magnitude. We also...more
We applied overlapping waves theory and microgenetic methods to examine how children improve their estimation proWciency, and in particular how they shift from reliance on immature to mature representations of numerical magnitude. We also tested the theoretical prediction that feedback on problems on which the discrepancy between two representations is greatest will cause the greatest representational change. Second graders who initially were assessed as relying on an immature representation were presented feedback that varied in degree of discrepancy between the predictions of the mature and immature representations. The most discrepant feedback produced the greatest representational change. The change was strikingly abrupt, often occurring after a single feedback trial, and impressively broad, affecting estimates over the entire range of numbers from 0 to 1000. The Wndings indicated that cognitive change can occur at the level of an entire representation, rather than always involving a sequence of local repairs.
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