心理学报
心理學報
심이학보
Acta Psychologica Sinica
2015年
6期
814~825
,共null页
惯例 加10游戏 问题解决 测量 合作
慣例 加10遊戲 問題解決 測量 閤作
관례 가10유희 문제해결 측량 합작
routines;sum 10 game;problem solving;measurement;cooperation
基于互联网技术,以加10游戏为实验任务探讨了三人合作问题解决中的惯例现象。实验1探讨了加10游戏中惯例现象的描述方法和测量指标。结果表明,加10游戏中的惯例现象既可从行为、认知和情感3大类、7方面指标进行描述和测量;也可以从个体与群体两个层面进行快速判断并进行惯例化程度的描述。实验2探讨了不同合作水平下惯例化程度的差异。结果表明,完全不合作情境下惯例化程度最高,有条件合作情境下次之,完全合作情况下惯例化程度最低。研究构建了惯例及惯例化程度的描述指标体系并发现惯例是合作不良情境下的最优选择,这为未来合作问题解决中的惯例研究提供了思路。
基于互聯網技術,以加10遊戲為實驗任務探討瞭三人閤作問題解決中的慣例現象。實驗1探討瞭加10遊戲中慣例現象的描述方法和測量指標。結果錶明,加10遊戲中的慣例現象既可從行為、認知和情感3大類、7方麵指標進行描述和測量;也可以從箇體與群體兩箇層麵進行快速判斷併進行慣例化程度的描述。實驗2探討瞭不同閤作水平下慣例化程度的差異。結果錶明,完全不閤作情境下慣例化程度最高,有條件閤作情境下次之,完全閤作情況下慣例化程度最低。研究構建瞭慣例及慣例化程度的描述指標體繫併髮現慣例是閤作不良情境下的最優選擇,這為未來閤作問題解決中的慣例研究提供瞭思路。
기우호련망기술,이가10유희위실험임무탐토료삼인합작문제해결중적관례현상。실험1탐토료가10유희중관례현상적묘술방법화측량지표。결과표명,가10유희중적관례현상기가종행위、인지화정감3대류、7방면지표진행묘술화측량;야가이종개체여군체량개층면진행쾌속판단병진행관례화정도적묘술。실험2탐토료불동합작수평하관례화정도적차이。결과표명,완전불합작정경하관례화정도최고,유조건합작정경하차지,완전합작정황하관례화정도최저。연구구건료관례급관례화정도적묘술지표체계병발현관례시합작불량정경하적최우선택,저위미래합작문제해결중적관례연구제공료사로。
Routines are some kind of patterned behaviors or strategies when solving the same problem repeatedly. This issue has gained wide concern in different fields of social science. Since 1994, this phenomenon has been studied experimentally by Cohen and Bacdayan (1994) using the task ofTransform The Target(TTT). However, this task has not gained as much attention asTower of Hanoiin problem solvingbecause of its complexity and uncontrollability. Searching for appropriate experimental task of routines is necessary. The “sum 10” game, which was developed by Novarese (2003) for group learning research is one of the appropriate. Based on the sum 10 game, the purpose of this research was to: (1) verify and depict the phenomenon of routines in three-person problem solving, and develop the index of routinization; (2) investigate the effect of different cooperation levels on routinization. According to the requirements of the study purpose, two electronic programs were developed based on a software development technology called LAMP, which is the combination of software Linux, Apache, Mysql and PHP for building network platform. In Experiment 1, 93 undergraduates were randomly assigned into 31 groups to complete 28 rounds of the sum 10 game cooperatively. After the experiment, we interviewed all these 93 participants to learn about the process of the cooperation in the sum 10 game among the three group members. In Experiment 2, 96 undergraduates were randomly assigned to three treatment levels: full cooperation, conditional cooperation and noncooperation levels. Participants completed 28 round of the sum 10 game with two fake participants in three game rooms on the internet platform. Computer automatically recorded all performance of the participants in two experiments. The results of Experiment 1 showed that the phenomenon of routines existed obviously in the sum 10 game. Routines were confirmed and measured by two methods. Firstly, it can be confirmed and described by the following 7 indexes in three categories (behavior, cognition and emotion): increasing reliability, increasing speed, repeated action sequences, occasional suboptimality, patterned behaviors based on defined strategy, satisfaction and expectation. Secondly, routines were verified according to whether a number has been chosen more than 10 times at the individual level or whether a strategy has been chosen more than 11 times at the group level. Correspondingly, routinization could also be depicted at the individual and group level. The results of Experiment 2 showed that there were significant differences of the routinization under three different cooperation levels. The degree of routinization was the highest under the noncooperation condition, whereas it was the lowest under the full cooperation condition. Combined with previous research results, the present study constructed a new index system for routines and routinization, which could be applied to future studies. The effect of cooperation levels on routinzation indicated that routines have positive effects in problem solving, providing new ideas to investigate routine and routinization in such problem solving groups.