Publications
An important goal in cognitive and mathematical psychology is to scale up the application of computational models of human classification learning to real-world, naturalistic domains. Application of the models, however, requires the derivation of the complex, multidimensional “feature spaces” in which the to-be-classified objects are embedded and to which the formal models make reference. In recent work, using rock classification in the geologic sciences as an example target domain, we used multidimensional scaling (MDS) of similarity-judgment data as an approach to deriving the feature space (Nosofsky et al., Behavior Research Methods 50:530–556, 2018c). However, subsequent work involving the modeling of independent sets of classification-learning data led us to the hypothesis that the MDS solution had many “missing dimensions” that were crucial to categorization performance (Nosofsky et al., Psychonomic Bulletin & Review 26:48–76, 2019). In the present work, we conduct a “search for the missing dimensions” in an effort to develop a more comprehensive feature-space representation for the rock stimuli. By supplementing the original MDS solution with the missing dimensions, we achieve dramatically improved accounts of varied sets of classification-learning data in this domain. We outline future steps for continuing and expanding the work to meet the goal of achieving meaningful computational modeling of human classification in naturalistic object domains. © 2019, Society for Mathematical Psychology.
For three decades, motivation researchers have used the construct of engagement as a holistic lens for understanding how children interact with learning activities, highlighting that each child has a unique engagement profile comprised of behavioral, emotional/affective, cognitive, and social dimensions. As researchers continue to piece together the multifaceted nature of engagement, a pressing need has emerged for a synthetic, coherent review of the extant literature on engagement that clarifies its conceptualization, identifies its key facilitators and consequences, and delineates its functions. Using a developmental-contextual approach, this chapter presents an integrative theoretical perspective on engagement, emphasizing that engagement is the product of dynamic developmental and relational processes involving transactions across multiple ecologies. The integrative model of engagement offers a nuanced and comprehensive perspective on the multiple pathways-psychological, cognitive, and sociocultural-underlying the development of youth's engagement. The conceptualization and study of engagement as a multidimensional construct produced by an ongoing interaction between the individual and the environment informs the identification of the particular personal, contextual, and sociocultural factors that foster or undermine engagement, while increasing understanding of the psychosocial mechanisms through which the learning environment influences engagement.
Students who are highly anxious about mathematics-related activities generally exhibit lower mathematics achievement and motivation compared to their less anxious counterparts. Despite negative implications of mathematics anxiety (MA) on mathematics learning, there is a paucity of research examining how MA develops over time. Using the Longitudinal Study of American Youth dataset (N = 3116), the present study investigated two main questions regarding the development of MA in secondary school: (1) Is the development of MA characterized by a heterogeneous subset of growth trajectories? (2) How are time-varying personal and environmental factors (e.g., mathematics achievement; perceptions of math teachers) related to specific MA growth trajectories? Student MA was repeatedly assessed in six annual waves spanning across middle and high school. Using growth mixture modeling, we identified four growth trajectories of MA: (1) The non-anxious group that exhibited chronically low MA; (2) The highly anxious group which displayed moderately high MA over time; (3) The resilient group that exhibited high initial MA that steadily decreased over time; and (4) The vulnerable group that reported low initial MA that drastically increased over time. In addition, significant differences in the development of mathematics achievement, personality hardiness, and perceptions of mathematics teachers were found in these four MA groups. Findings highlight heterogeneity in the development of MA, identify middle school as a critical period for MA development, and emphasize the importance of examining developmental changes in cognitive, personality, and environmental factors to help clarify distinct MA trajectories across middle and high school.
Collaborative problem solving (CPS) is a complex construct comprised of skills associated with social and cognitive dimensions. The diverse set of skills within these dimensions make CPS difficult to measure. Typically, research on measuring CPS has used highly constrained environments that help narrow the problem space. In the current study, we applied the in-task assessment framework to support the exploration of CPS skills at a deep level in an open digital environment in which three students worked together to solve an electronics problem. The construct of CPS was defined in depth prior to the implementation of the environment through the development of a complex, hierarchical ontology. The features from the ontology were identified in the data and four theoretically-grounded profiles of types of collaborative problem-solvers were produced - high social/high cognitive, high social/low cognitive, low social/high cognitive, and low social/low cognitive. Results showed that students in the low social/low cognitive profile group demonstrated poorer performance than students in other profile groups. Further, having at least one high social/high cognitive member in a team facilitated performance. This study offers groundwork for future studies in measuring CPS with an approach suitable for less constrained collaborative environments.
Children's creativity is often investigated through adults' subjective judging of novelty in a product, or by assessing the flexibility of children's thinking. These approaches do not explicitly ask children to reflect on what they think is creative and often ignore children's metacognitive understanding of creativity. We took two approaches to examining this development. First, using semi-structured interviews, we asked children, ages of 5-10 (N = 75), to define creativity and reflect theirs and others' creative actions (Study 1). As children got older, they reflected more on the novelty of the action and were more likely to describe creativity as a process that could be applied generally. Second, using more laboratory-based methods, we asked 5- to 10-year-olds (N = 137) and adults (N = 150) about the role that novelty (Study 2) and utility (Study 3) play in creative actions. In Study 2, children were more likely to judge that a novel action was more creative as they got older, and there was no difference between children and adults' responses by age 8. In Study 3, when two novel actions were contrasted, and one was more useful (but less novel), adults chose the useful action as more creative, whereas older children chose the more novel action. Overall, children's understanding of creativity as a general process undergoes significant change around mid-childhood, which has implications for its importance for informal learning environments.
Understanding division is critical for later mathematical achievement. Yet division concepts are difficult to grasp and are often not explicitly taught until middle childhood. Given the structural similarity between sharing and division, we investigated whether contextualizing division problems as sharing scenarios improved preschool-aged children's abilities to solve them, as compared with other arithmetic problems which do not share structural similarities with sharing. Preschoolers (N = 113) completed an addition, subtraction, and division problem in either a sharing context that presented arithmetic via contextualized sharing scenarios, or a comparable, linguistically-matched non-social context (randomly assigned). Children were assessed on their formal, verbal responses and their informal, non-verbal, action-based responses (abilities to solve the problems using manipulatives) to these arithmetic problems. Most critically, context predicted children's performance on the division, but not the addition or subtraction trial, supporting a structural link between sharing and division. Results also revealed that children's action-based responses to the arithmetic problems were much more accurate than their verbal ones. Results are discussed in terms of the conceptual link between division and sharing.
Some concepts are more essential for human communication than others. In this paper, we investigate whether the concept of agent-backgrounding is sufficiently important for communication that linguistic structures for encoding this concept are present in young sign languages. Agent-backgrounding constructions serve to reduce the prominence of the agent - the English passive sentence a book was knocked over is an example. Although these constructions are widely attested cross-linguistically, there is little prior research on the emergence of such devices in new languages. Here we studied how agent-backgrounding constructions emerge in Nicaraguan Sign Language (NSL) and adult homesign systems. We found that NSL signers have innovated both lexical and morphological devices for expressing agent-backgrounding, indicating that conveying a flexible perspective on events has deep communicative value. At the same time, agent-backgrounding devices did not emerge at the same time as agentive devices. This result suggests that agent-backgrounding does not have the same core cognitive status as agency. The emergence of agent-backgrounding morphology appears to depend on receiving a linguistic system as input in which linguistic devices for expressing agency are already well-established.
Collaborative problem solving (CPS) is an essential skill in the 21st century. There is a need for an appropriate framework and operationalization of CPS to guide its assessment and support and across multiple domains. Accordingly, we synthesized prior research on CPS to construct a generalized CPS competency model (i.e., skills and abilities) consisting of the following core facets: constructing shared knowledge, negotiation/coordination, and maintaining team function. Each facet has two sub-facets, which in turn, have multiple verbal and nonverbal indicators. We validated our model in two empirical studies involving triadic CPS, but in very different contexts - middle-school students playing an educational game in a 3-h, face-to-face session vs. college students engaging in a visual programming task for 20 min via videoconferencing. We used principal component analysis to investigate whether the empirical data aligned with our theorized model. Correlational analyses provided evidence on the orthogonality of the facets and their independence to individual differences in prior knowledge, intelligence and personality and regression analyses indicated that the facets predicted both subjective and objective outcome measures controlling for several covariates. Thus we provide initial evidence for the convergent, discriminant, and predictive validity of our model by using two different CPS contexts and student populations. This shows promise towards generalizing across various human-human CPS interactive environments.
Game-based learning environments are designed to foster high levels of student engagement and motivation during learning of complex topics. Game-based learning environments allow students freedom to navigate a space to interact with game elements that foster learning, i.e., agency. Agency has been studied in learning, and it has been demonstrated that increased student agency results in greater learning outcomes. However, it is unclear what is the level of agency that is required to demonstrate this effect, and whether this effect applies only to learning or to problem solving and affect during game-based learning as well. To investigate how the level of student agency impacts learning, problem solving, and affect, a study was conducted with 138 college students interacting with a game-based learning environment for microbiology, Crystal Island. This study is an extension of a previous study that examined the impact of agency on learning and problem-solving behaviors during game-based learning with Crystal Island. Students were randomly assigned to either a High Agency condition, a Low Agency condition, or a No Agency condition. It was found that students in the Low Agency condition achieved significantly higher normalized learning gain scores than students in the No Agency condition, and marginally higher normalized learning gains than the High Agency condition. Post-surveys of interest and presence indicated that students in the No Agency condition were less interested, and perceived themselves as less present in the virtual environment, than students in the other conditions. Students in the No Agency condition also experienced less frustration, confusion, and joy than the other agency conditions, indicating a less cognitively stimulating experience. Overall the results indicate that a moderate degree of agency provided to students in game-based learning environments leads to better learning outcomes without sacrificing interest and without yielding a negative emotional experience, demonstrating how even low levels of agency can positively impact learning, problem solving, and affect during game-based learning. © 2019 Elsevier Ltd
This data article includes information on institutional data at a large public research university in Southern California. In particular, data on undergraduate student enrollments in online and face-to-face courses during summer terms from 2014 to 2017 cumulating in 72,441 course enrollments from 23,610 undergraduate students in 433 courses is provided. This data includes additional information on the statistical models examining factors influencing student enrollment by course modality and the associations of course modality with course grades. This includes descriptive data and data derived from multi-level logistic regression analyses and multi-way fixed effects linear regression analyses. This data article is associated with the article Effects of course modality in summer session: Enrollment patterns and student performance in face-to-face and online classes [1]. (c) 2020 The Authors. Published by Elsevier Inc. This is an open access article under the CC BY license (http://creativecommons. org/licenses/by/4.0/).


