4. Conclusion
4.1 Application of Subgoal Labels
The subgoal intervention manipulates the instructional materials that students receive; therefore, distributing the intervention would be relatively easy. Furthermore, because the interventions are not reliant on instructors, they can be used in a range of learning environments including face-to-face and online learning. This study did not explore the efficacy of this
manipulation in a learning environment with an instructor, but we hypothesize it could improve learning in that situation. Instructors, as experts, sometimes do not realize how to help learners form useful knowledge representations, partly because much of the instructor's procedural
knowledge has become automated. Using subgoal labeled materials would ensure that students received the fundamental knowledge that they needed to conceptually understand procedures.
Subgoal labeled text could also help learners communicate better, especially when they are not face-to-face, by improving their articulation of the procedure. Students in online learning environments often communicate less effectively than in face-to-face environments because they are often forced to express themselves primarily verbally rather than relying on other types of communication, such as drawing (Gecer, 2013). The present results show that people who receive subgoal labeled text are able to articulate the problem solving process better than those who do not, which could result in more effective verbal communication.
The present research advances knowledge about strategies for improving novice problem solving in programming. Subgoal labeled worked examples have already been shown to
significantly increase learners’ problem solving performance (Catrambone, 1998). The present study demonstrated that subgoal labeled expository text can increase this effect and improve other types of performance. This study suggests that subgoal labels should be used in both expository text and worked examples designed to teach problem solving procedures.
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Subgoal Labeled Worked Example
Create Component
1. From the basic palette drag out a Button.
Set Properties
2. Set the image source to "gypsy.jpg". 3. Clear the default text.
4. Set the width to fill the parent's width and the height to 300 pixels.
Create Component
5. From the basic palette drag out a label. 6. Place the label underneath the image. Set Properties
7. Set the text to Click button to see your
fortune.
8. Rename it to fortuneLabel.
Unlabeled Worked Example
1. From the basic palette drag out a
Button.
2. Set the image source to "gypsy.jpg". 3. Clear the default text.
4. Set the width to fill the parent's width and the height to 300 pixels.
5. From the basic palette drag out a label. 6. Place the label underneath the image. 7. Set the text to Click button to see your
fortune.
8. Rename it to fortuneLabel.
Figure 1. Worked examples with and without subgoal labels. The subgoal label “create
component” corresponds to the function of creating a component for the app, such as a button. The subgoal label “set properties” corresponds to the function of setting the properties of components, such as determining the size of the button.
Figure 2. Diagram of how subgoal labeled worked examples can help learners improve problem
solving performance. The “properties of subgoal labeled examples” level describes the physical characteristics of subgoal labels. The “effect on learners studying examples” level describes how these characteristics help the learners use effective learning strategies.
Subgoal Labeled Expository Text
Create Component
Components are the pieces that provide your app functionality, such as a button that users can press or a label to display…
Set Properties
You’ll be able to change the properties of each component in the App Inventor Designer as well. For example, you can change…
Unlabeled Expository Text
Components are the pieces that provide your app functionality, such as a button that users can press or a label to display…
You’ll be able to change the properties of each component in the App Inventor Designer as well. For example, you can change…
Figure 4. App Inventor interface with interlocking blocks of code used to program features. The
Figure 6. Scores on problem solving task by condition in Experiment 1. Error bars represent a standard deviation. 0 2 4 6 8 10 12 14 16 18 20 22
Subgoal Labeled Text Unlabeled Text
Sc
or
e
Subgoal Labeled Example Unlabeled Example
Figure 7. Time spent on problem solving task by condition in Experiment 1. Error bars represent a standard deviation. 0 5 10 15 20 25
Subgoal Labeled Text Unlabeled Text
Tim e (in min u tes) Text Design
Subgoal Labeled Example Unlabeled Example
Figure 8. Time spent on explanation task by condition in Experiment 1. Error bars represent a standard deviation. 0 2 4 6 8 10 12
Subgoal Labeled Text Unlabeled Text
Tim e (in min u tes)
Subgoal Labeled Example Unlabeled Example
Figure 9. Scores on problem solving task by condition in Experiment 2. Error bars represent a standard deviation. 0 2 4 6 8 10 12 14 16 18 20 22
Subgoal Labeled Text Unlabeled Text
Sc
or
e
Subgoal Labeled Example Unlabeled Example
Figure 10. Time on task for problem solving task by condition in Experiment 2. Error bars
represent a standard deviation. 0 2 4 6 8 10 12 14 16 18 20 22 24
Subgoal Labeled Text Unlabeled Text
Tim e Subgoal Labeled Example Unlabeled Example
Figure 11. Model of how subgoal labeled expository text and worked examples can help learners
improve problem solving performance. Starting from the top, the first two levels describe the type of instructional material. The third level describes the physical characteristics of subgoal labels. The fourth level describes how the physical characteristics help the learners use effective learning strategies. The fifth and sixth levels describe how these strategies help learners
Table 1
Distribution of selected demographics among conditions in Experiment 1.
SAT Writing Comfort with Computers
Condition M SD r p M SD r p Subgoal-text, Subgoal-example 631 87 -.07 .73 5.88 1.16 -.11 .68 Unlabeled-text, Subgoal-example 659 54 .03 .84 6.41 .93 .08 .78 Subgoal-text, Unlabeled-example 625 72 -.31 .08 5.57 1.19 .02 .95 Unlabeled-text, Unlabeled-example 665 41 -.20 .26 6.08 1.05 .41 .15
Note: Comfort with computers on 7-pt. scale (1-Not Comfortable At All and 7-Very
Table 2
Simple main effects of problem solving score in Experiment 1.
Simple main effect F p est. ω2
Text Format
Unlabeled example .01 .92 < .01
Subgoal labeled example 26.7 < .001 .19
Example Format
Unlabeled text 11.5 .001 .09
Table 3
Simple main effects comparing groups for number of groups containing structurally-related
steps in explanation task in Experiment 1.
Simple main effect F p est. ω2
Text Format
Unlabeled example .01 .91 < .01
Subgoal labeled example 6.58 .01 .05
Example Format
Unlabeled text .03 .86 < .01
Subgoal labeled text 6.88 .01 .06
Table 4
T-tests comparing groups for time on task for the explanation task in Experiment 1.
Condition n M SD 𝑡 Std. error p Unlabeled-text, Unlabeled-example 30 7.0 3.1 1.171 .820 .247 Subgoal-text, Subgoal-example 30 6.0 2.6 .707 .724 .482 Subgoal-text, Unlabeled-example 30 5.5 2.7 1.194 .643 .237 Unlabeled-text, Subgoal-example 30 4.7 2.1
Table 5
Distribution of selected demographics among conditions in Experiment 2.
High School GPA (as percentage) Credit Hours Earned
Condition M SD r p M SD r p Subgoal-text, Subgoal-example 87% .33 .05 .81 63.0 37.8 .27 .16 Unlabeled-text, Subgoal-example 84% .32 .08 .69 52.2 41.1 .07 .75 Subgoal-text, Unlabeled-example 71% .42 .25 .12 59.3 41.4 .18 .39 Unlabeled-text, Unlabeled-example 77% .39 .30 .13 48.2 39.4 .18 .39
Table 6
Simple main effects of instructional time in Experiment 2.
Simple main effect F p est. ω2
Text Format
Unlabeled example .01 .97 <.01
Subgoal labeled example 9.08 .003 .08
Example Format
Unlabeled text 1.74 .19 .02
Table 7
Simple main effects of problem solving score in Experiment 2.
Simple main effect F p est. ω2
Text Format
Unlabeled example .12 .74 .01
Subgoal labeled example 9.33 .003 .08
Example Format
Unlabeled text .46 .50 .01