Abstract
For researchers interested in exploring the cognitive and metacognitive processes involved in problem-solving, one obstacle has been the difficulty of creating engaging and ecologically valid situations in which to observe these skills in practice. Computer games can provide a rich environment for research on such skills. I present a HyperCard example of an adventure game that serves as an environment for research on analogy in problem-solving. The design of the game and interface is detailed, and initial results of and suggestions for extensions to this work are presented.
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More From: Behavior Research Methods, Instruments, & Computers
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