Thesis UN ANALISIS EXPLORATIVO PARA MEDIR EL PROCESO DE APRENDIZAJE EN DISTINTOS ESTADOS METAMOTIVACIONALES DURANTE LA ADQUISICIÓN DE NUEVO CONOCIMIENTO
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Date
2016
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Universidad Técnica Federico Santa María UTFSM. Casa Central Valparaíso
Abstract
En la actualidad el tema de la investigación de diseño no sólo se refiere a los productos sino también la respuesta humana. Bajo esta premisa, en este documento se presenta un experimento, basado en herramientas de la experiencia del usuario que permite comparar el nivel de aprendizaje de estudiantes, bajo dos estados metamotivacionales: Télico y Paratélico (Apter M. J., 2001) al momento de ensamblar y programar un robot de LEGO Mindstorm, sin tener experiencia previa con la programación de estos. Para tener un entendimiento de los distintos niveles de aprendizaje, se ha desarrollado una experiencia de diseño sistémico la cual está controlada en términos de tiempo y de resultados finales esperados.Además, al final de la actividad los participantes de la experiencia contestaron un cuestionario para poder determinar su estado metamotivacional, utilizando el cuestionario The Telic/Paratelic State Instrument (T/PSI) (O'Connell & Calhoun, 2001), adicionalmente se ha utilizado el cuestionario NASA Task Load Index (Hart & Staveland, 1988), de manera de poder determinar la carga de trabajo de cada una de las actividades durante todo el proceso y finalmente un breve cuestionario donde los participantes califican su aprendizaje.Los resultados arrojados por la investigación revelaron que 25 participantes se encontraban en estado télico y 25 en estado paratélico al momento de realizar la actividad. Además se evidenció que, independiente del estado metamotivacional, el proceso de aprendizaje presentado en este artículo sostiene una carga, más bien, media de trabajo a lo largo de su desarrollo. Sin embargo entre las dimensiones propuestas por el método NASA TLX, las demandas mental y temporal, son las que tuvieron mayor preponderancia, en las tres fases del experimento (armado, programación y realización del circuito).En cuanto al proceso de aprendizaje, fue posible determinar gracias al cuestionario estilo liker aplicado, entre otras cosas, las percepciones que tuvieron los usuarios de la experiencia, así como el cumplimiento de objetivos esperados, y la calidad de estos resultados. Al analizar la percepción de aprendizaje, según el estado metamotivacional, los niveles de aprendizaje son similares, pero en los tópicos de programación del robot y la realización de circuito, el estado télico muestra un nivel de aprendizaje mayor que el paratélico. Luego se estudió el cumplimiento de los resultados esperados, y la calidad de éstos. Se pudo apreciar que el estado télico obtiene mayor porcentaje de cumplimiento positivo que el estado paratélico, además los estudiantes en estado télico utilizaron un 47% más de programaciones que los que se encontraban en estado paratélico. Por lo que se entiende que el estado Télico logró un mayor nivel de aprendizaje.De forma adicional al estudio principal, se planteó la hipótesis de que a mejor experiencia obtenida es menor la dificultad percibida en la actividad. Para comprobar o refutar esta hipótesis se utilizaron gráficos y correlaciones de Pearson. Y se encontró que para el caso del estado paratélico este se comportaba de forma diferente a la esperada (mejor experiencia, menor dificultad), pero los usuarios que se encontraban en estado télico mostraron el comportamiento planteado en la hipótesis, entregando correlaciones inversas, de buena consistencia especialmente en el caso de la experiencia y la dificultad de programación. Por lo que la hipótesis es válida, pero sólo para los usuarios que se encontraban en estado télico.Finalmente, con estos resultados, se espera ayudar a comprender de mejor manera el comportamiento de aprendizaje de los usuarios, y la carga de trabajo de éstos en cada una de las tareas que realizaron en esta actividad.
Currently the subject of research design refers not only to products but also human response. Under this premise, this paper present an experiment, based on tools of the user experience for comparing the level of student learning, under two states of metamotivation: Telic and Paratelic (Apter M. J., 2001) when assembling and programming LEGO Mindstorm robot, without previous experience with programming these. For an understanding of the different levels of learning, it has developed a systemic design experience which is controlled in terms of time and expected final results.In addition, at the end of the activity participants of the experience answered a questionnaire to determine their state of metamotivation, using The Telic/Paratelic State Instrument (T / PSI) (O'Connell & Calhoun, 2001), additionally has been used the questionnaire NASA Task load Index (Hart & Staveland, 1988), to determine the workload of each of the activities throughout the process and finally a short questionnaire where participants rate their learning.Results from the research revealed that 25 participants were in telic state and 25 in paratelic, at the time of the activity. Furthermore it was evident that, independent of metamotivational state, the learning process presented in this article maintains, an average workload throughout it. However between the dimensions proposed by the NASA TLX method, mental and temporal demands are those that had a higher prevalence in all three phases of the experiment (armed, programming and implementation of the circuit).As for the learning process, it was possible to determine thanks to the questionnaire liker style applied, among other things, perceptions that had users about the experience as well as compliance with expected goals, and the quality of these results. In analyzing the perception of learning, according to the state metamotivacional, they learning levels are similar, but in robot programming and conducting circuit, the telic state shows a higher level of learning than paratelic. Then were studied the achievement of expected results, and quality of these. It was seen that the telic state gets the highest percentage of positive performance than paratelic, also telic state students used 47% more programming steps than those who were in paratelic. It is understood that the telic state achieved a higher level of learning.Additionally the main study, was raised the hypothesis that a better experience gained is less perceived difficulty in activity. To prove or disprove this hypothesis were used graphics and Pearson correlations. And it was found that in the case of paratelic this behaved differently than expected, but users who were in telic state showed the desired behavior, delivering inverse correlations, good consistency especially in the case of experience and programming difficulty. So the hypothesis is valid, but only for users who were in telic state.Finally, with these results, it is expected to help better understand the learning behavior of users and the workload of these in each of the tasks performed in this activity.
Currently the subject of research design refers not only to products but also human response. Under this premise, this paper present an experiment, based on tools of the user experience for comparing the level of student learning, under two states of metamotivation: Telic and Paratelic (Apter M. J., 2001) when assembling and programming LEGO Mindstorm robot, without previous experience with programming these. For an understanding of the different levels of learning, it has developed a systemic design experience which is controlled in terms of time and expected final results.In addition, at the end of the activity participants of the experience answered a questionnaire to determine their state of metamotivation, using The Telic/Paratelic State Instrument (T / PSI) (O'Connell & Calhoun, 2001), additionally has been used the questionnaire NASA Task load Index (Hart & Staveland, 1988), to determine the workload of each of the activities throughout the process and finally a short questionnaire where participants rate their learning.Results from the research revealed that 25 participants were in telic state and 25 in paratelic, at the time of the activity. Furthermore it was evident that, independent of metamotivational state, the learning process presented in this article maintains, an average workload throughout it. However between the dimensions proposed by the NASA TLX method, mental and temporal demands are those that had a higher prevalence in all three phases of the experiment (armed, programming and implementation of the circuit).As for the learning process, it was possible to determine thanks to the questionnaire liker style applied, among other things, perceptions that had users about the experience as well as compliance with expected goals, and the quality of these results. In analyzing the perception of learning, according to the state metamotivacional, they learning levels are similar, but in robot programming and conducting circuit, the telic state shows a higher level of learning than paratelic. Then were studied the achievement of expected results, and quality of these. It was seen that the telic state gets the highest percentage of positive performance than paratelic, also telic state students used 47% more programming steps than those who were in paratelic. It is understood that the telic state achieved a higher level of learning.Additionally the main study, was raised the hypothesis that a better experience gained is less perceived difficulty in activity. To prove or disprove this hypothesis were used graphics and Pearson correlations. And it was found that in the case of paratelic this behaved differently than expected, but users who were in telic state showed the desired behavior, delivering inverse correlations, good consistency especially in the case of experience and programming difficulty. So the hypothesis is valid, but only for users who were in telic state.Finally, with these results, it is expected to help better understand the learning behavior of users and the workload of these in each of the tasks performed in this activity.
Description
Catalogado desde la version PDF de la tesis.
Keywords
CARGA DE TRABAJO, DESIGN PROTOCOL, ESTADISTICA, LEGOS MINDSTORM, METAMOTIVACIONAL, NASA-TLX