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Cae 20464
Cae 20464
ABSTRACT: The research studies the relation of the learner’s knowledge searching depth to his/her creativity
when learner comes into contact with constructed knowledge. The digitized constructed knowledge environment
has changed the way that knowledge has been presented through the books. By using information technology,
learners now obtain knowledge rapidly in a computer-learning environment. When a learner facing a project, the
way he/she searches information to build up his/her knowledge becomes a subject which is well worthy a discussion.
This research first recorded each student viewing the mission-related instructional materials on computer pages
in limited time. Followed by analyzing the route of subject’s cognitive processes to study the relation of students
who with different creativity performances to their knowledge searching depth. The participants are vocational
high school students from the innovated project design class and their projects in this experiment are creative
poster design. Researchers recorded and analyzed participants’ viewing routes among supplied poster-design
instructional materials. Researchers expect to find out the relation by discussing the knowledge searching process
between different creativity performers. © 2010 Wiley Periodicals, Inc. Comput Appl Eng Educ; Published online in
Wiley InterScience (www.interscience.wiley.com); DOI 10.1002/cae.20464
INTRODUCTION Lin et al. [7] found out that when individual is interpreting the
diagrammatic knowledge frame, advanced learners prefer more
This research discussed the knowledge searching depth of different depth-first strategy to beginners. In addition, instructional mate-
creativity learners when they come into contact with constructed rials design-related researches also used same analyzing method,
knowledge frames. Pask and Scott [1] verified that learners had for example, Ford and Chen [8] compared breadth-first and depth-
diverse learning strategies when they applied different instruc- first designed instructional materials and the relation to students’
tional materials. Furthermore, Ford [2,3] pointed out that when learning, they found out that students whose cognitive character
there is a constructed knowledge frame, learner’s learning process were field-dependent preferred breadth-first instructional materi-
can be discussed by learning depth and learning breadth. There als and students whose cognitive character were field-independent
are two major reasons for classifying knowledge learning process preferred depth-first instructional materials.
into learning depth and learning breadth: (1) easily and objec- From researches mentioned above, we can say that when
tively be defined, evaluated, and verified; (2) easily be understood knowledge has constructed frame, depth-first and breadth-first
and applied by teachers and other instructional material designers. strategies can be used to analyze individual’s knowledge search-
Wesche and Paribakht [4] and Ye and Salvendy [5] both adopted ing strategy. In this case, when computer instructional materials
depth-first and breadth-first, two cognitive process strategies, to have constructed frame, same strategy can also be used to ana-
analyze student’s understanding of system design. lyze learner’s knowledge searching depth. This research will be
The depth-first and the breadth-first searching calculation able to objectively assess different creativity learner about their
methods are mostly applied in software engineering to build knowl- knowledge searching depth.
edge system searching program, for example, Blake and Jalics [6]
assessed using C++ language in writing object-oriented model;
Ye and Salvendy [5], as testers had different understanding of PROBLEM DEFINITION
computer program, analyzed the techniques and strategies used
by testers when they finished the program interpreting mission. Creativity
It had also been increasingly adopted in current researches to
The school may influence students’ development of creativity
analyze instructional knowledge searching strategy. For example,
through the activities, curriculum, evaluations, classroom climate,
and most of all, teacher’s attitude. Tan [9] has recently suggested
Correspondence to C. J. Lin (hsiang@cycu.edu.tw). that schools should provide varied activities, open atmosphere,
© 2010 Wiley Periodicals, Inc. and changes to the traditional ways of evaluation. Some litera-
1
2 FEI AND LIN
Figure 1 The figural of WTCT: (a) Chinese character “ ” and (b) a fan.
Depth 0 1
Depth 1 1
Depth 2 3
Depth 3 15
Depth 4 31
Depth 5 6
Total 57
Learning Material
Cognitive effects of IT are not automatic and cannot be taken for
granted. The mere use of computer-based tools does not promise
that these tools will indeed function as “cognitive tools” [26–29].
A PowerPoint material has been designed to teach students how
to design a poster. The knowledge level of material is shown in
Table 1. It consisted of three main chapters from level 3. Students
in prior-exposure conditions read a chapter and then push “return
button” to go back or to choose a next chapter or sub-chapter. Each
Figure 3 (a) Depth-first structures and (b) breadth-first structures.
chapter or sub-chapter had two to six pages information to help
student to design a poster.
search is an uninformed search that progresses by expanding the
first child node of the search tree that appears and thus going deeper
Experiment Procedure
and deeper until a goal node is found, or until it hits a node that
has no children. Then the search backtracks, returning to the most In this study, we are interested in searching depth of different cre-
recent node it has not finished exploring. In a non-recursive imple- ativity students. Both high creativity and low creativity students
mentation, all freshly expanded nodes are added to a stack for were chosen. All two groups of students were asked to design a
exploration. Breadth-first search is an uninformed search method, topic poster. Each student had 10 min to learn from supplied cre-
too. It aims to expand and examine all nodes of a graph or com- ative poster design computer instructional materials. The subject
bination of sequences by systematically searching through every could read along the materials in any order they liked. When stu-
solution. In other words, it exhaustively searches the entire graph dent viewed the materials, the learning process was recorded by
or sequence without considering the goal until it finds it. It does software program. The recorded learning process included com-
not use a heuristic algorithm. puter page number and viewing time for each page.
This paper describes the experimental protocol that was used
to collect the strategies and skill differences exhibited by trained
Limitations
and beginning programmers in the comprehension of a data flow
model. This study is an exploratory study. We use a quantitative research
methodology to count student-reading processes that may have
been otherwise difficult to discern. However, this methodology
RESEARCH DESIGN harbors several limitations: The relatively small sample size does
not enable us to generalize our results. Our results are obviously
Participants affected by the specific characteristics of the researchers we inter-
viewed, for example, their particularity, academic experiences,
Depending on research purpose and need, the research tools had
family background, etc.
been used in this research including Wu’s Chinese version of TTCT
[24] and the creative poster design computer instructional materi-
als, which are supplied by the researchers. The participants were
RESULTS
45 vocational high school students from a selection of schools in
Taiwan. They were all seniors who majored in computer science
The Score of Creativity
from Yu-Chang Vocation High School. All students were asked
to take the WTCT (Jing-Jyi Wu’s Test of Creative Thinking). The The mean Creativity score of the 45 students in this study was
creativity performances of participant were evaluated by Fei et al.’s 146.9 (SD = 26.79, min = 89, max = 198). The design model sum-
[25] Creativity evaluation system (GCTTS) and were divided into mary table (Table 2) indicates significant main effect for group
three groups: high creativity group, average creativity group, and (F = 76.09, P < 0.001).
4 FEI AND LIN
Source DF F P-value
Reading Depth-First
The average reading depth was computed as the levels reached into
Figure 4 Reading path of high creativity student.
the page for each same direction move before turning back. There
was no significant difference between the low creativity students
and high creativity students (P = 0.16).
Table 3 shows t-test for Creativity on three variables. As this
level exceeds our ␣-value (5%) we accept our hypothesis and do not
believe in any differences in student’s creativity. The mean depth
was 1.32 and 1.26 levels for the low creativity students and the high
creativity students, respectively, indicating that the project-related
subject tended to go deeper into the diagram at each same direc-
tion move. However, the number of downward moves in reading
along the instructional materials was significant with 56.8 moves
for the low creativity students and 33 for the high creativity stu-
dents (P = 0.001). This indicated that the high creativity students
used fewer steps in getting what they needed to learn from the
instructional materials.
Additionally, the average elapsed time was 3 and 8.87 s for
the low creativity students and the high creativity students, respec-
tively, indicating that the high creativity students stayed longer on
some corresponding pages. Figure 5 Reading path of low creativity student.
Figure 4 shows high creativity students reading path. The
students used the vertical reading technique at the beginning but
Time Benefit
stopped at the target pages which may refer to their poster projects.
Subject 05 (Fig. 4) ended vertical reading at approximately 360 s. From Figures 4 and 5, different creativity students appeared to
Therefore, the subject 05 ended vertical reading about half way have divergent reading processes. In this experiment, the time
through the PowerPoint model. The subject 02 belonged to low 600 s was further been divided into three sections: 0–200, 201–
creativity group and the reading path is shown in Figure 5. The 400, 401–600 s as time factor for more analysis. Creativity and
subjects at all times of performance used vertical reading through- time section factors were put into consideration together and two-
out the PowerPoint model. Thus, the majority of the subjects used way ANOM analysis method was adopted in this research. The
vertical reading effectively during the experiment. analysis of means (ANOM) is a good way for further analysis
Horizontal reading is indicated in the graph by a pattern of because it not only answers the question of whether or not there
attention in which attention is switched between the design docu- are any differences among the factor levels but also tells us which
ments. In the graphs, the indications of a focus of attention on the levels are better and which are worse when there are differences
diagrams are enclosed in the dotted-line shape. The results of this [31].
phase of the analysis support the idea of Travassos et al. [30] that As shown in Figure 6 interaction effects, there was no dif-
both vertical and horizontal reading techniques are employed by ference both in creativity and time section. Also in main effects
reviewers in the model. for creativity, there was no difference between different creativi-
Low creativity students (Na = 11) High creativity students (Nb = 11)
Variable M SD M SD t-Value
Figure 6 Two-way ANOM for average reading depth by creativity, time section.
ties, which were in accord with the t-test shown in Table 3. But sections and we would have a different result as high creativity
from Figure 6 main effects for time section, participant’s reading student used fewer steps in getting what needed to learn from
depth was influenced by time variation although it did not reach the instructional materials. From Figure 7 main effects for time
the significant level. section, participant’s number of downward moves was distinctly
As shown in Figure 7 interaction effects, there was signif- influenced by time variation in all participants especially there was
icant difference both in creativity and time section, participants significant difference in second time section.
with high creativity and low creativity both showed significant As shown in Figure 8 interaction effects, there was no dif-
difference in the third time section. High creativity participant’s ference both in creativity and time section. But in main effects for
number of downward moves distinctly increased in third time creativity, there was significant difference between different cre-
section. Same as low creativity participants only their number of ativities, which were in accord with the t-test shown in Table 3. The
downward moves distinctly decreased in third time section. This main effects for time section in Figure 8 shows that participant’s
phenomenon was very interesting because if we only looked into average elapsed time was influenced by time variation although it
the main effects of creativity and did not consider different time did not reach the significant level.
Figure 7 Two-way ANOM for number of downward moves by creativity, time section.
6 FEI AND LIN
Figure 8 Two-way ANOM for average elapsed time by creativity, time section.
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BIOGRAPHIES
Yu-Ming Fei is a Ph.D. candidate in Department Chiuhsiang Joe Lin is a Professor in Department
of Industrial and Systems Engineering, College of Industrial and Systems Engineering, College
of Electrical Engineering and Computer Science, of Electrical Engineering and Computer Science,
Chung Yuan Christian University, Taiwan. His Chung Yuan Christian University, Taiwan. He
research interests include Ergonomics, Human received a Doctoral Degree from the Graduate
Computer Interface, and Creativity Problem Solv- School of Industrial Engineering at Texas Tech
ing. His email address is fander@cute.edu.tw University, USA. His teaching and research
interests include Ergonomics, Occupational
Biomechanics, and Human Computer Interface.
His email address is hsiang@cycu.edu.tw