PAPER
ONLINE AND OTHER ICT-BASED TRAINING TOOLS FOR PROBLEM-SOLVING SKILLS
Online and Other ICT-based Training Tools for
Problem-solving Skills
http://dx.doi.org/10.3991/ijet.v11i06.5340
Maria Karyotaki, Athanasios Drigas
N.C.S.R. ‘Demokritos’, Institute of Informatics and Telecommunications, Telecoms Lab - Net Media Lab
Abstract—Problem-solving requires creative skills, critical
thinking as well the ability to implement ideas and theories
in practical ways. Moreover, interactive and self-managed
problem-solving experiences promote students’ motivation
as expressed through the developmental progression of
learners’ metacognitive skills, such as self-monitoring and
self-reinforcement. Effective learning based on constructivist didactics, encompassing self-organized learning in combination with active and creative problem-solving in collaborative settings, advances students’ concomitant cognitive
and meta-cognitive processes. Hence, students’ coconstruction of knowledge embodied in social dynamic
learning environments, such as school-based tasks leverage
the semantic relationships rising from exercising, verifying
and testing of knowledge through information sharing and
discussion. Future studies should focus on designing interactive, adaptable, ill-defined, real-world learning environments to elicit students’ cognitive and meta-cognitive processes as a key factor for the effective training of problemsolving skills.
Index Terms—problem-solving skills, cognitive training,
collaborative problem-solving.
I.
TANGIBLE PROBLEM SOLVING SYSTEMS
Esteves et al. initiate the Artifact Tool and Body (ATB)
Framework for quantifying and classifying users’ strategies, reasoning abilities and overall performance in tangible problem-solving tasks. Such tasks involve users’ employing a set of complementary actions, such as exploring,
testing, annotating or re-structuring a system state based
on its physical representation. Current video-coding
framework categorizes hand actions and classifies behaviors, in other words epistemic actions, while users complete a physical jigsaw puzzle. Moreover, the ATB
framework was empirically verified for its reliability,
validity and predictive power as well as it was qualified
for guiding the design of tangible systems in the future.
The aforementioned tangible systems could encompass
diverse and hybrid problem-solving tasks, including nonspatial or digital information elements.
II.
GAMES
Adachi et al. made an empirical research on the longitudinal association between sustained strategic video
game play and the promotion of adolescents’ self-reported
problem solving skills as well as higher academic grades.
The results of this study support that playing strategic
video games predicts higher self-reported problem solving
skills, thus, higher academic grades, although adolescents
with higher problem solving skills tend to diminish the
time spent in strategic video games play over time. Stu-
iJET ‒ Volume 11, Issue 6, 2016
dents’ training of their problem solving skills is concurrent with the development of their executive function of
inhibitory control. Therefore, educators should incorporate
such cognitive training tools in order to address to students’ individualized problem solving skills development.
Fu Lin et al. designed a multi-material-based learning
system (MBLS), consisting of animated game-based material and static text material, in order to explore how the
learning materials of a problem-solving activity, influence
learning performance. The MBLS was found effective in
training learner’s problem solving skills through integrating cross-domain knowledge and real-time information
sharing from the web. Furthermore, such interactive and
adaptable learning environments increase user’s motivation.
Deniz Eseryel et al. designed McLarin’s Adventures
MMOG, a massively multiplayer online game, addressing
complex problem-solving skill development in interdisciplinary STEM (Science, Technology, Engineering and
Mathematics) secondary education. Cognitive regulation
scaffolds are a determining factor in reducing students’
cognitive load as they were trying to comprehend the
dynamic interrelationships among the large number of
variables affecting the problem-state. System dynamic
modeling in combination with stealth, embedded assessment with textual and graphical feedback propose an effective digital game design in order to enhance students’
complex problem-solving skill acquisition.
Hwang et al. incorporated a web-based informationsearching question and a mini-game into an online problem-solving gaming activity with the aim to support elementary students’ learning achievements and motivation.
This multiplayer competition, online game consisted in a
board game interface, combining a learning management
mechanism, a gaming mechanism and a link to a search
engine in order to provide multiple modes of scaffolding
to its users. The system had a positive influence on both
students’ learning achievements and learning attitude
towards their subject material as well as on their overall
motivation and engagement in the problem solving activity. Furthermore, it is highly recommended that students
use collaborative games, such as the Classroom Multiplayer Presential Game (CMPG) or online competitive
games for promoting learners’ interactions in different
locations or classes.
Yang performed an empirical study on the effectiveness
of a digital game, the “SimCity Societies”, in improving
students’ problem solving skills as well their learning
motivation and academic achievement. Results verified
the development of students’ problem solving skills, notably, in a rather extended period of time, a full semester.
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ONLINE AND OTHER ICT-BASED TRAINING TOOLS FOR PROBLEM-SOLVING SKILLS
Also, their learning motivation was enhanced as far as the
task value and students’ self-efficacy is concerned. Nevertheless, their academic achievement neither deteriorated
nor improved. Overall, digital game-based learning
(DGBL) should be applied in a more holistic school setting, wherein the learning objectives, strategies and evaluation methods co-construct students’ higher order thinking
skills.
Hou studied learners’ reflective behavior patterns in
role-playing simulation games with realistic problemsolving scenarios as well as the learning processes taking
place in each one of the three rising clusters of learners.
Given that learners’ problem-solving strategies are related
to players’ flow experience in the observation, exploration, analysis and experimental manipulation of the simulation software operations, the study aimed at examining
the aforementioned learning processes in detail. It turned
out that as learners explore and analyze the situated scenarios as well as complete the virtual manipulation tasks,
the cognitive processes involved, such as memory retrieval and alignment may diminish students’ degree of game
immersion. As with impatient students who need more
cognitive scaffoldings in order to enhance their learning
effectiveness, students with lower flow may not focus on
the reflective strategies of analyzing and testing. Thus,
appropriate simulation games that elevate students’ level
of flow have a positive effect on players’ learning motivation, immersion and reflective behavior patterns. The
scaffolding provided by the simulation games in science
education should consider learners’ prior knowledge as
well as encompass a variety of timely guidance and context features to evoke students’ fluency and concentration.
Martinovic et al. describe a method for categorizing
single-player computer games according to the main cognitive functions engaged in during gaming by the players.
This research established the cognitive classification categories of 221 computer and video games included in the
Online Training and Education Portal (OTEP). The fact
that each game was linked to a primary and a secondary
cognitive skill proclaims that the games can be considered
a useful cognitive tool, both for training and evaluation
purposes. Furthermore, games can be used both for training gamers’ cognitive skills and for maintaining users’
interest and motivation. Consequently, the game industry
in concordance with researchers can provide the necessary
tools for structuring players’ cognitive profiles through the
gaming performance of the latter. In other words, children
can take the benefit of personalized and dynamic gaming
experiences based on their interests, needs and everchanging cognitive capabilities.
III.
STAND ON APPLICATIONS
Boujarwah et al. present an individualized intervention
for the improvement of autistic students’ social skills,
based on a crowdsourced social script model. The authors
implemented the Amazon’s Mechanical Turk in order to
design, develop and evaluate an interactive software module with a social script encompassing a complex, problem
solving process. The Reflex instructional module was
evaluated on account of the variety of steps, obstacles and
solutions provided in the script, with obstacle and solution
data harnessing the highest richness scores.
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IV.
WEB
Nordin et al. refer to the importance of adopting online
Problem Based Learning for the enhancement of Malaysian engineering students’ problem solving skills, although
such claim necessitates further scientific illustration. More
specifically, online Problem Based Learning needs to be
clarified as far as its learning content and teaching methodology, is concerned.
Argelag!s et al. implemented a long-term instructional
program, consisting of a scaffolding instructional method
in a web-based learning environment, designed and embedded with the aim to develop secondary students’ Information Problem Solving (IPS) skills. The experimental
group was found to be more frequently occupied with the
part of the activity, called “defining the problem” in an
attempt to specify the information needed. Moreover, the
aforementioned group invested much more time than the
control group in “scanning and processing the information” as well as in “organizing and presenting information”. In other words, the intervention raised students’
efficiency in searching and transforming information as
well as it improved their task performance.
Kim et al. made a thorough analysis on several facets of
scaffolding related to problem solving in technologyenhanced classrooms. According to this research, scaffolding is a dynamic, complementary process, depending
on the teacher, the peers and the technological means, as a
whole. Evidently, scientists need to counter everyday
classroom adversities with a comprehensive framework
that could link, effectively, problem solving, inquiry and
technology.
Raes et al. present an intervention aiming at the enhancement of secondary students’ information problem
solving during web based inquiry learning. Current research compared two modes of scaffolds, technologyenhanced and teacher-enhanced scaffolding in relation to
students’ gender and level of prior knowledge. The results
of the study showed teacher-enhanced scaffolding to be a
determining factor in domain-specific knowledge acquisition, whereas technology-enhanced scaffolding improved
students’ metacognitive awareness. Moreover, multiple
scaffolding seems to be beneficial for dealing with gender
differences as well as students’ level of prior knowledge
in reference to learning outcomes. Advantaged students
were efficient enough in handling content knowledge,
regardless of the scaffolding condition, whereas boys
performed better under the teacher-scaffolded condition.
Wopereis et al. implemented process worksheets accompanied with driving questions as part of a web based,
professional task instruction aiming at the improvement of
students’ information problem solving (IPS) performance.
Results of the study showed that the aforementioned embedded instruction had a positive effect on students’ information-scanning as well as on students’ reflecting during the information problem solving process. More specifically, frequent and efficient regulation of the problem
solving process was related to students’ quality of learning.
Jewpanich et al. developed and evaluated a projectbased learning model for enhancing undergraduate students’ problem solving skills by using discussion and
lesson-learned methods through the social media (PBLDLL SoMe Model). The Model was found to be cohesive
in relation to its design, process and overall output. More-
http://www.i-jet.org
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ONLINE AND OTHER ICT-BASED TRAINING TOOLS FOR PROBLEM-SOLVING SKILLS
over, it was qualified as being consistent and effective in
promoting students’ overall achievement and problem
solving skills.
Kuo et al. integrated two learning models, cognitive apprenticeship, a set of constructive questions with modeling, coaching, scaffolding, articulation, reflection and
exploration processes in combination with collaborative
learning. The purpose of the intervention laid on the use of
a hybrid learning strategy so as to improve students’ information-searching ability, and thus their web-based
problem-solving competence. Such hybrid approach required the implementation of the web-based informationsearching behavior analyzing system, Meta-Analyzer, as a
sound instruction strategy in a collaborative learning environment. The experimental group showed enhanced problem solving skills, expressed less stress in articulating
their problem solving process in front of the whole class
and grew in confidence as to encountering any real-life
problems. Furthermore, middle- and low-achievement
students were benefited, the most, from the collaborative
mechanism in terms of their keyword-adopting ability and
eventually, their ability to construct knowledge. Results
also showed that students’ social science course attitude
was improved and, in effect, it was related to students’
advanced learning performance. Effective cooperative
learning resides in group member interdependence, the
latter being a facilitator for all students to think aloud
when conducting the cognitive apprenticeship process.
Gu et al. present an intervention framework with the
aim to develop primary students’ problem solving skills in
a collaborative learning environment. This framework
involved strategies and ICT tools, such as building students’ social skills in combination with computer-based
scaffolds. The latter cognitive tool, through its planning
template (Mindmap) and its question prompts, provided
support to enhance students’ elaboration, reflection and
making of evidence-based arguments, during the whole
problem solving process. The experimental group was
superior to the control group in terms of their ability to
make a detailed plan, to provide illustrative evidence as
well as to provide the source of their evidence. In relation
to the transfer effect of students’ problem solving skills,
the experimental group outperformed the control group in
their ability to interpret, present and provide reasonable
solutions while dealing with a new group activity. Far and
foremost, teachers have a critical role in creating an appropriate domain knowledge background as well as a
constructivist school setting in order to scaffold students’
cognitive and meta-cognitive skills.
Stary et al. proclaim that problem solving is the highest
competence, learners can acquire in a collaborative and
interactive learning environment. More specifically, current intervention supports the notion of intertwining selforganized learning and peer/facilitator communication
while developing and implementing e-learning contract.
The Scholion platform and the eCOOL platform facilitate
communication and content management of e-learning
contracts. E-learning contracts embedded within the elearning platform should entail a clear structure as far as
the learning process and its expected achievements, are
concerned. Moreover, e-learning contracts need to provide
information about the planned activities and social interactions involved in the accomplishment of the learning
goals. Furthermore, the authors recommend that learners
interfere with the construction of learning contracts, lever-
iJET ‒ Volume 11, Issue 6, 2016
aging the social dynamics of a semantic e-learning environment for enhancing creative problem solving capabilities.
Chen et al. explain the cognitive processes occurring
when facing with ill-structured problem-solving in elearning. Individual’s perception, memory recall and reasoning as well as working memory (WM) and long-term
memory (LTM) are interdependent key factors in solving
ill-structured problems, all of which are influenced by
metacognitive self-assessment and self-regulation. Computer-based cognitive tools such as question prompts,
concept maps and mind mapping tools facilitate illstructured problem solving processes. Moreover, the
adoption of adequate teaching techniques and resources,
such as pre-training sessions for novice learners, interactive nonlinear explorative activities, scaffolding strategies
and dynamic organizers can be integrated in solving illstructured problems. As a result, learners’ cognitive characteristics should be taken into account in complex problem solving so as to provide the formers with prosperous
e-learning experiences for constructing new knowledge.
Furthermore, Lee et al. made a research on the cognitive regulatory sub-processes employed by groups in a
synchronous Computer-Supported Collaborative Learning
(CSCL) context. Within high quality social regulation
contexts, problem solving turns, implicitly, into a synergistic factor for knowledge co-construction with respect to
the groups’ high level cognitive regulation. Shared planning, monitoring and evaluation processes taking place
either in a socially shared regulation or in other-regulation
CSCL setting, were investigated. Results of the study
showed the importance of shared plans and goals as well
as groups’ frequent and high quality content monitoring in
elevating overall cognitive regulation quality. High quality
content understanding may have been fostered by immediate feedback and gradual elaboration of the task response, through group discourse. Moreover, goal acceptance through dynamic social interaction played an
important role in acquiring successful goal achievement
among group members.
Likewise, Malmberg et al. explored the importance of
the socially shared regulation of learning (SSRL) as part
of an effective computer-supported collaborative learning
(CSCL) context. Researchers looked into the cognitive,
motivational and emotional strategies implemented by
groups in order to be able to regulate in joint agreement,
the challenges that rose in the course of their social interaction. Thus, through investigating how groups regulate
the challenges that they identify, specific aspects in the
SSRL are enlightened and collaboration becomes more
successful. The results of the study focus on the importance of regulating the cognitive and motivational
aspects of the collaboration. More specifically, both high
and low performing groups used a variety of SSRL strategies so as to regulate their motivational challenges as a
prerequisite for enhancing, consequently, their cognitive
processes. As a result, the type of challenge, such as the
design of appropriate scripts or prompts in online learning
situations may stimulate group interaction and their endeavor in the fulfillment of their common learning goals.
However, successful collaboration stems from the group
recognizing the social challenges in each learning situation and adapting to the varying targets of SSRL across
the collaborative tasks.
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ONLINE AND OTHER ICT-BASED TRAINING TOOLS FOR PROBLEM-SOLVING SKILLS
Xibin Han et al. examined the role of the instructor as a
contributing factor for stimulating learners’ higher level
cognitive activities, such as problem solving skills in a
web-based learning platform. The researchers employed
the learning analytics approach in order to investigate both
the instructor’s and students’ behavioral attributes recorded in a learning management system (LMS). A Structural
Equation Modeling (SEM) was established to analyze
group interactive activities among instructors and students
as well as the relationship between those activities. Evidently, this study constructed five factors about instructor’s activities and students’ engagement activities in the
online learning environment. According to the results of
the study, instructor’s course preparation has a strong
influence on students’ viewing activities, whereas instructor’s guidance and assistance activities have significant
impact on students’ completing learning tasks. More specifically, the nature of the learning task assigned to students is a key factor that determines the level of student
engagement as well as receiving feedback from the instructor is also vital for students’ involvement in learning
reflection. Thus, instructors should consider students’
characteristics and real learning needs in order to design
effective learning contents that may increase interaction
among instructors and students. Moreover, monitoring
students’ learning processes and implementing constructive and timely guidance led to students’ simultaneous
improvement in their level of engagement and level of
learning.
Gu et al. examined the importance of the group processes modeled in a computer-supported collaborative
learning (CSCL) environment with the use of roles. The
group cognitive processes on the basis of six discrete roles
assignment depict the joint meaning-making process occurring in a collaborative problem solving activity. Two
online systems were implemented in order to record the
group discussions. The results showed that students were
responsible for most core tasks and core functions corresponding to their assigned roles. Moreover, the scripted
roles were helpful in engaging students in collaborative
problem solving. Future studies should thoroughly examine the factors that influence students’ capability of acting
the assigned roles (COA) as well as their participation
degree (PD) for each role.
V.
RESEARCH HIGHLIGHTS
Problem solving skills training is related to students’
improved academic achievement, learning motivation and
cognitive performance, in general. Most researchers in the
field of ICTs, address this multi-purpose issue of problem
solving as a complex construct, made up of several cognitive processes. Such processes may encompass searching,
transforming, presenting and reflecting on information as
part of an individual self-regulated learning context as
well as planning, monitoring and evaluating the content of
the task in a Computer-Supported Cooperative Learning
environment (CSCL). Overall, studies show that educators’ and instructors’ adaptable learning tasks, accompanied by frequent and efficient regulation of cognitive
processes, create a stimulating and rather personalized
learning experience. The more stimulating and compatible
with learner’s cognitive abilities the learning experience,
the more effective it is for students’ learning achievements. In addition to appropriate scripts, question
prompts, planning templates and multiple scaffolding
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destined to each learner, respectively, cooperative problem solving activities necessitate students’ group discourse for sharing plans and goals. Common learning
goals fulfillment is relative to the group members’ positive interdependence and individual accountability. By
creating, thus, adequate collaborative problem-solving
experiences, educators, promote the construct of collaborative problem-solving skills.
VI.
CONCLUSIONS
Problem-solving requires skills ranging from creativity,
over-analytical skills to skills that allow learners to put
theories and ideas into practice. As learning how to solve
problems in life occurs in communities or organizations,
social interactions need to be facilitated and scaffolded
during problem-solving learning tasks. Thus, collaborative
problem solving tasks should be embedded in interactive
learning environments that support information sharing
and discussion among group members and their facilitators. As a result, learners have more opportunities to promote their cognitive and meta-cognitive skills, such as
critical thinking, problem-solving, decision making, selfawareness and self-reflection.
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AUTHORS
Athanasios Drigas is a Research Director at IITN.C.S.R. Demokritos. He is the Coordinator of Telecoms
Lab and founder of Net Media Lab since 1996. From 1990
to 1999 he was the Operational manager of the Greek
Academic network. He has been the Coordinator of Several International Projects, in the fields of ICTs, and eservices (e-learning, e-psychology, e-government, einclusion, e-culture etc). He has published more than 270
articles, 7 books, 25 educational CD-ROMs and several
patents. He has been a member of several International
committees for the design and coordination of Network
and ICT activities and of international conferences and
journals. (e-mail: dr@iit.demokritos.gr).
M. Karyotaki is with N.C.S.R. ‘Demokritos’, Institute
of Informatics and Telecommunications, Telecoms Lab Net Media Lab, Agia Paraskevi, 153 10, Athens, Greece
(e-mail: karyotakimaria@gmail.com)
Submitted 07 December 2015. Published as resubmitted by the athor
13 February 2016.
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