Problem-Solving Learning
Problem-solving is the ability to combine previously learned
principles, procedures,
declarative knowledge and
cognitive strategies in a unique way within a domain of content to solve previously unencountered problems.
This type of problem solving is domain specific because it emphasizes learning to utilize principles in a specific content area. Problem-solving differs from Principle Learning in that it requires the selection and combination of multiple principles to solve a problem rather than a single principle.
For a learning goal to be termed problem-solving, it must involve:
simultaneous consideration of principles and procedures within a domain
careful selection of principles that are applicable
sequencing of the application of principles so that a problem is solved
To begin problem-solving, learners must first define the "problem space" which includes:
given state (current situation with its restrictions and obstacles)
intermediate state (that must be overcome to move from given state to goal state)
goal state (desired end state of situation)
Problems can be simple or complex; well-structured or ill-structured. The differences between well-structured and ill-structured are documented in the lecture notes and thus will not be repeated here. But what I would like to highlight is that ill-structured prolbems generally are context-bound or perspective-dependent.
There are 4 cognitive processes for Problem-solving which will be documented below.
Problem Representation
The learner develops a representation of the problem by defining and decomposing the problem into subproblems. For well-defined problems, definition involves identifying the appropriate problem schema which are productions in the IF-THEN form; where IF represents the salient conditions fora particular class of problem and THEN represents the cognitive strategies and principles to support the solution of the problem.
Solution Planning
This requires searching, selecting, combining and sequencing relevant knowledge. Solution planning for well-defined problems is activated when an appropriate problem schema is engaged.
Solution Implementation
To apply multiple principles, learners must first know these principles i.e. identify situations where principles are applicable, apply the principles and check that the principles have been correctly applied.
Solution Evaluation
Cognitive processing is not complete until the learner has confirmed that his solution correctly or appropriately solves the problem. Confirmation for well-defined problems may be simple because the system itself provides feedback that the problem is solved. Whereas for ill-defined problems, it is more difficult and involves asking questions like "Does it produce an appropriate solution to the involved parties" or "Is the solution elegant ?"
In assessing Problem-solving Learning, one important component is to test the ability to isolate criterial attributes' goal and given states.
There are Macrostrategies for assisting Problem-solving Learning. The strategies are presented below in order where the least applicable to ill-structured problem is presented first and the most applicable last:
Socratic dialogue: interaction with an expert or mentor whose role is to provide instances and guiding questions.
Expert systems: computer-based program which, when given data, are able to solve problems within a limited domain if expertise. Expert systems consists of a knowledge database (composed of domain-specific declarative knowledge and principles) and inference engine (composed of generic and domain-specific strategies that determine how the knowledge base should be combined). Examples include: Intelligent Tutoring Systems, sequenced problem sets and building an expert system
Simulations: provide a problem situation through depiction of a system in operating form and require the learner to interact with the problem. With every action from the learner, there is a response within the simulation
Microworlds: whereas the central idea of simulations is the representation of a system, the central idea of a microworld is a learner centered construction. Microworlds offer assistance in providing a learning environment that is instrinsically motivating and cognitively challenging.
Webquests
Serious games
Anchored instruction: learning of a domain-specific problem solving based on situation cognition. Instruction is "anchored" if it provides a meaningful context and realistic, interesting problems for learners.
Case studies and case problems: something we are very familiar with
Problem-based learning: instruction that structures courses and entire curricula on problems rather than subject content.
Cognitive appreticeships: placing a learner in an authentic work environment as a partial participant. Whereas the emphasis in traditional apprenticeships is on phyical and motor skills, the emphasis in cognitive apprenticeships is on cognitive skills.
Affective Learning
Affective Learning usually involves the changing of an existing attitude or the formation of a new desirable attitude. Attitudes can be identified as desirable educational goals.
There are 3 components to Attitude Learning:
Cognitive component: "knowing how"
Affective component: "knowing why"
Behavioural component: practising or applying the attitude to engage in behaviour
The cognitive component in attitude change and formation can be embodied in the Krathwohl taxnomy (see figure below) which lists the different levels of learning:
- Receiving
- Responding
- Valuing
- Organization
- Characterization by a Value Complex

The elaboration for each level of learning is given in the lecture notes and need not be repeated here.
There are 3 instructional conditions for learning attitudes:
- Demonstration of desired behaviour by a respected role model
- Practice of desired behaviour through role-playing
- Reinforcement for desired behaviour where a reinforcer is a stimulus that increases the likelihood of the preceding behaviour reoccurring
- Other conditions: persuasive communications; cognitive dissonance; group discussions
Finally to conclude, 3 instruments - Direct Self-Report, Indirect Self-Report and Observation of learners' behaviours can be used to assess affective objectives. Whereas in direct and indirect self-report, the learner may provide answers to what they see as socially acceptable, the observation method is a more valid measure of how learners choose to perform.