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Cognitive Mechanisms of Learning
About this book
Cognitive Mechanisms of Learning presents experimental research works on the issue of knowledge acquisition in Cognitive Psychology. These research works ā initiated by groups of researchers with academic backgrounds in Philosophy, Psychology, Linguistics and Artificial Intelligence ā explore learning mechanisms by viewing humans as information processing systems. Although the book is centered on research studies conducted in a laboratory, one chapter is dedicated to applied research studies, derived directly from the fundamental research works. Computer modeling of learning mechanisms is presented, based on the concept of ?cognitive architecture?. Three important issues ā ?the methodology?, ?the achievements? and ?the evolution? ā in the field of learning research are also examined.
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1
Useful Concepts and Representation Formalisms
This chapter is split into two parts. In section 1.1, we define the main concepts used throughout this book, giving examples wherever possible. Section 1.2 contains a brief overview of the formalisms used to represent knowledge which an individual may possess at a given moment in their personal history. Some of these formalisms will be discussed in greater depth in later chapters as and when the need arises.
1.1. Useful concepts
In this section, we shall define the following concepts: information, information processing, problem, comprehension, short-term memory, long-term memory (LTM), episodic memory, working memory and knowledge. The latter is broken down into declarative and procedural knowledge.
In our approach, the human cognitive system is seen as an information processing system. It is therefore essential that we begin by clearly defining the concept of āinformationā.
1.1.1. Information
To define the concept of āinformationā and the companion concept of āredundancyā, let us start with an example: a conversation between two brothers, Andrew and Bradley, 15- and 17-year-old high school students.
- ā Andrew: āDoes the evening news program on ARTE usually start at 7, 7.30 or 8 pm?ā
- ā Bradley: āI donāt know exactly, but I know that it isnāt earlier than 7.30ā.
In this case, Bradleyās answer is information, as it reduces Andrewās uncertainty concerning the time of the program. One of the three initial possibilities has thus been eliminated.
Suppose that the conversation continues as follows:
- ā Andrew: āSo it isnāt at 7?ā
Given the knowledge which Andrew possesses1, his question is logically redundant, as it calls for a yes/no answer which will not allow him to determine whether the program is shown at 7.30 or 8 pm. It does not enable Andrew to reduce his uncertainty.
We offer the following definition of the concept of āinformationā.
DEFINITION.ā Information. Take a situation located in space and time: a word, a scene or a signal (all instances of what we shall call ādataā) is information if it provides one of the actors in the situation with knowledge, however insignificant, which the actor in question did not previously possess. Information is thus defined as a function of a situation, actors and the knowledge possessed by the latter.
1.1.2. Information processing
The expression āinformation processingā denotes a process that takes place over a period of time. During this time, a (structured) set of mechanisms is triggered to handle data coming from the external and/or internal environment. The internal environment considered here is long-term memory (LTM)2, and the data obtained from this source is an individualās declarative and procedural knowledge. The data being processed is held in the working memory (defined in section 1.1.5.4). The output of the process is a new piece of data, with the status of āinformationā. This information may or may not be consigned to LTM. It may also be held temporarily in the working memory as input for a subsequent process.
1.1.3. Problem
As in the case of āinformationā and āredundancyā, a āproblemā is defined in relation to the knowledge of a given person in a given situation.
A āproblemā is defined by a pair of elements: āsituation/solverā.
A situation is considered āproblematicā for a person if:
- a) the person wishes to obtain a different situation, known as the āgoal stateā;
- b) they cannot do so immediately;
- c) they possess means which they can implement in order to achieve the goal state.
These characteristics imply that a given situation may or may not be problematic depending on the personās knowledge.
Take the question āWhatās four plus seven?ā
- ā For an adult, this question is not a problem as the solution is immediately available.
- ā For a child of approximately 5 or 6 years, it is a problem: he or she will not find the solution immediately, but may attempt to find the solution using some form of counting process.
- ā For a child of 2 years, this question is not a problem, but for a different reason: the child does not even understand the question.
This highlights two important points:
- 1) A problem may be characterized by a āworld stateā in a given place at a given moment3. It may or may not constitute a āstarting stateā for a problem, depending on the āstate of knowledgeā of the person who identifies this world state as a problem situation, i.e. a situation from which he or she wishes to obtain a different state, i.e. the āgoal stateā.
- 2) A situation will only constitute a problem for a person if that individual possesses a certain understanding, or comprehension, of the situation. This latter notion will be discussed in greater detail later.
Psychologists working on the subject of problem-solving distinguish between three different types of problems: āstate transformationā problems, ārule inductionā problems and āarrangementā problems.
A āstate transformationā problem consists of defining a starting state and goal state using the same describers. Our āwhatās four plus seven?ā problem falls into this category. The starting and goal states use the same describers from the domain of arithmetic knowledge: numbers and arithmetic operators.
The aim of a ārule inductionā problem is to identify relationships between a set of objects, as in cases of concept identification (see Chapter 4) or when completing a series: ā1A, 2B, 3C, ā¦?ā (One possible answer is 4D).
A conception (or arrangement) problem is one in which the describers for the starting and goal states do not belong to the same domain. An anagram is an arrangement problem: the starting state is a word in a given language, the goal state is a word in the same language, but we do not know what word. However, we do know that the goal state must fulfill a certain number of criteria. Architecture problems (or ādesignā problems more generally) are arrangement problems4.
This distinction is primarily relevant for āsimpleā problems studied in a laboratory setting. Other problems combine multiple categories: the game of chess, for example, is both an arrangement and a transformation problem.
The definition of āproblemā indicates that any situation in which a person wishes to attain a goal but cannot do so immediately is, for that person, a problem-solving situation. For example, a textual study, learning a poem by heart or planning an itinerary from oneās home to a new destination are all problem-solving situations.
Similarly, if a teacher has given a class, for example a history class, and wishes to know whether the students have understood the class, they may ask them to solve a problem: producing a summary of the class, responding to a questionnaire, etc.
Thus, the only way of judging the extent to which a learner has ālearnedā something is to put them in a āproblem-solvingā situation.
1.1.4. Comprehension
Taking th...
Table of contents
- Cover
- Table of Contents
- Foreword
- Acknowledgments
- Introduction
- 1 Useful Concepts and Representation Formalisms
- 2 Definition and Historical Overview
- 3 Learning to Solve a Problem
- 4 Learning a Concept from Examples of Concepts: Induction
- 5 Implicit Learning
- 6 The Role of Prior Knowledge in Constructing a Representation of a Problem
- 7 Acquiring Knowledge in a Specific Domain
- 8 Causal Learning
- 9 Symbolic Processing System Models in Cognitive Psychology
- Conclusion
- References
- Index
- End User License Agreement
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Yes, you can access Cognitive Mechanisms of Learning by Anh Nguyen-Xuan in PDF and/or ePUB format, as well as other popular books in Psychology & Cognitive Psychology & Cognition. We have over 1.5 million books available in our catalogue for you to explore.