IDT 860: Cognition and Instructional Design
IDT 860: Cognition and Instructional Design
Yekaterina Prudchenko
and make choices every day. These problems include both simple decisions such lunch and
complex issues such as retirement. Within the context of education, problems can typically be
divided into two categories, those that have definite solutions and those that do not. Problems
with definite solutions require the student to learn a series of steps that leads to a solution while
problems with indefinite solutions require the student to think critically. Furthermore, problems
that rely on critical thinking strategies are the hardest to teach because the methods towards the
right answer are only rules of thumb or heuristics and do not guarantee a solution. In general,
problem solving is an important area of cognitive science and therefore a vital consideration for
instructional designers. Designers must understand the intricacies of how problems are
constructed and solved in order to create effective instruction that facilitates learning.
In order to devise a plan for a problem’s solution, problems must first be understood
within a specific category. Because problems within a specific knowledge domain vary with
structure, they can loosely be placed into two general categories (Jonassen, 1997). These
problems. According to Bruning et al. (2005), well-defined problems typically have one right
solution and a “guaranteed method for finding it” (p. 162). Math problems that involve solving
the quadratic equation and factoring are good examples of well-structured problems. On the
other hand, ill-defined problems are those with more than one solution and no guaranteed
method for reaching it. Examples of these problems include solutions to global warming,
poverty, and the destruction of the ozone layer. Ill-defined problems require the student to
develop critical thinking skills and use prior knowledge to reach a solution. These are the hardest
CREATING EFFECITIVE DESIGN USING PRINCIPLES OF PROBLEM SOLVING 3
problems to teach students how to solve because they require multiple levels of analysis in order
The types of problems that students are typically required to solve in k-12 and in college
fall into the well-defined category. Instructors present the student with a problem and teach them
how to reach the solution by following a sequence of steps. In fact, students are rarely presented
with the opportunity to solve ill-defined problems which require the use of entirely different
techniques, such as critical thinking (Schraw, Dunkle, & Bendixen, 1995). Furthermore, ill
structured problems even require an entirely different skill set, which includes argumentation and
metacognition (Hong, Jonassen, & McGee, 2003). As a result, even those decision makers who
have successfully mastered well-structured problem solving can often struggle to solve ill-
defined problems.
Cognitive science views problem solving as a five step sequence (Bruning et al., 2004).
The first and most challenging step of the entire process is identifying the problem. Once the
problem is identified, the decision maker must represent the problem. Representation can be
done either abstractly (in one’s head) or on paper (in a form of a graph, a drawing, etc.) The third
step is for the decision maker to come up with an appropriate strategy to solve the problem.
Strategies vary depending on the type of problem and therefore it is vital that the student chooses
the correct strategy that will result in the correct solution. Finally, the decision maker must
Outside of properly identifying the problem, appropriate strategy selection is perhaps the
most difficult part of finding a solution to the problem. Furthermore, it is also a critical area of
research for instructional designers because it is such an integral part of effective learning.
Problem solving strategies can generally be divided into two broad categories. The first category
CREATING EFFECITIVE DESIGN USING PRINCIPLES OF PROBLEM SOLVING 4
is called algorithms or “rule-based” strategies (Bruning et al., 2004). Algorithms are typically
used to solve well-defined problems because they provide the decision maker with a series of
steps. If the steps are followed in the correct order, then the student will come up with the correct
solution. An example of an algorithm is the quadratic formula that is used to find the roots of a
quadratic equation. The second category is called heuristics or rules of thumb strategies. These
are typically used to guide decision makers when solving ill-defined problems. Because ill-
structured problems do not have strict right and wrong answers, heuristics can only point the
Ill-structured problems are the ones that students have the hardest time solving.
Instruction must be designed in such a way that it tackles these types of problems early on so that
decision makers can build prior knowledge and develop critical thinking skills. In order to
heuristics can be divided into two categories. The simplest category is that of trial and error. The
trial and error method is really no method at all. The student who uses trial and error must guess
and try to solve the problem in variety of ways until he comes up with a solution. As a result, it is
considered the “least efficient of all the methods” (Bruning et al, 2004). The other general type
of heuristic is means-ends. Means-ends require the decision maker to take a serious of steps prior
to reaching a decision. This type of problem solving strategy requires the student to first form a
particular position, break the problem down into smaller steps, and evaluate the success of each
step prior to moving on to the next one. This method is much more advanced and analytical than
trial and error. It is not surprising, therefore, that expert problem solvers tend to use means-ends
analysis in their approach to finding solutions while novices tend to rely on trial and error.
CREATING EFFECITIVE DESIGN USING PRINCIPLES OF PROBLEM SOLVING 5
An important consideration of heuristics is the fact that they can only be used as a guide
and that a correct solution is by no means a guarantee. After conducting research on heuristics,
Herbert Simon introduced the concept of bounded rationality or the rational choice that problem
solver makes. Bounded rationality takes into account the decision maker’s cognitive limitations
such as prior knowledge and computational capacity (Simon, 1997). The decision makers are
then categorized into two sections. Those that optimize tend to choose the best possible way to
reach a solution while those that “satisfice” tend to accept choices or judgments that are merely
“good enough.”
information. For example, an individual who wants to assess the distance between two objects
will use the heuristic that states that objects that are closer to the observer appear sharper than
those that are further away. This is a legitimate heuristic that will lead the decision maker to the
correct solution in most cases. However, given certain circumstances it can also lead the decision
maker astray. In other words, heuristics can sometimes result in “severe and systemic errors”
(Tversky & Kahneman, 1974). Two common errors to the above example include overestimation
and underestimation. Overestimation of distance may result from poor visibility while
underestimation may result from better than average visibility. In order to succeed at facilitating
effective learning, these types of errors should be expected and accounted for by designers who
Problem solving strategies are a critical area of cognitive science for instructional
designers. Design should take into account strategies that are used by experts in a field and
incorporate them into effective teaching materials. For example, it is known that experts within a
domain spend more time defining and representing problems prior to developing a strategy for a
CREATING EFFECITIVE DESIGN USING PRINCIPLES OF PROBLEM SOLVING 6
solution (Swanson, O’Connor, & Cooney, 1990). This type of preparation allows experts to
when students are “given ownership of the problem solving process as well as ownership of the
problem itself” (Saverly et al. 1996). Ownership of the problem solving process allows students
to challenge their thinking and to learn to approach problems in a variety of ways. As a result,
designers who understand the cognition of problem solving will be more equipped to create
instruction that allows for awareness of the problem solving process and facilitates critical
thinking skills that allow students to develop their own problems in the future.
In conclusion, while problem solving is one of the most basic human faculties it is an
often misunderstood area of cognitive science. The two most important aspects of problem
solving are identifying problems and developing solving strategies. Instruction should be
designed in such a way that it results in understanding on a deeper level and builds prior
knowledge. Furthermore, designers should develop and mimic expert strategies such as the
ability to identify problems, evaluate solutions, develop heuristics and understand one’s
limitations. These strategies are essential to the framework of problem solving and to the
References
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