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Comics as a Cognitive Training Medium for Expert Decision Making
Amber Nalu James P. Bliss
Old Dominion University
(Please see the Speaker Notes below for the researcher’s comments.)
Problem Statement
• Training is necessary for expert decision making in critical conditions
• Military populations need alternatives to current training media to meet diverse trainees’ needs
• The military needs more efficient training materials
• Comics should be used as an alternative media for expert decision making training
Decision Theory
• Naturalistic Decision Making (NDM)
– No single correct solution
– Does not incorporate probabilities or alternative choices into the decision making process
– Refers to intuitive rather than analytical processes
– Recognition-Primed Decision (RPD) model
(Ross et al., 2004)
(Klein, 2008)
The Power of Comics
• Image schemas:
– Mental structures formed by the combination of environmental spatial structures and innate tendencies
– Humans of all age, culture, race have image schemas
– Allow for communication to diverse populations
• E.g. Military
(Mandler, 1992)
Recycled Symbol Connection
• Humans attach experiences to symbols to image schemas
• Ex. Symbol
PATH and LINK• Image schemas help to understand the symbol
that expresses the experience• Recycled symbol
(Jung, 1939)
Universal Language
• Comics use symbols, based on image schemas, to create a universal language
• Symbols can express tangible objects and intangible ideas
– i.e. Pain, fear, power, time
• The universal language is beneficial to diverse populations for communication and training
Research Overview
Image Schemas
Symbols Comics Training
(Mandler, 1992) (McCloud, 1993)(Jung, 1939) (Eisner, 1968)
Research Questions
• Experiment 1
– Is there a significant difference between decision making response scores for comics and text-based media training?
• Experiment 2
– Is there a significant difference between decision making response scores for the level of comic symbolic abstraction?
Experiment 1
• Text-based medium vs. comic strip
• Hypothesis– Sensorimotor contingencies and image schemas
connect with symbols in comics and reduce time needed to view and understand comics more than text-based media
• Goals– Speed and feasibility of decision making response
scores are higher with comics than text-based media training
(Noe & O’Regan, 2002)
(Mandler, 1992)
Experiment 1 Method
• Design– Independent variables = 2 levels, training media– Dependent variables = speed and feasibility
• Task Overview– Submarine scenarios (text versus comics)
• Participants– 40 submarine officers
• Materials– Online study / in person
• Procedure– Alternate Collection Method
• Website for online study participation
Experiment 1 Results
• T-tests– Decision making skills (Accuracy)
• Not significant
t(38) = .83, p=.21
– Speed• Not significant
t(38) = .98, p=.17
– View timet(38) = 7.05, p<.01
• View Time was significant
Experiment 1 Discussion
• Significant View Time
– Utilized pattern matching (Klein, 2008) and cue identification (Klein, 1997)
• Overall: Equivalent training benefit achievable in less time!
Experiment 2 Reasoning
• Experiment 2 will follow to:
– Identify whether unexpected results in Experiment 1 are due to imagery or textual issue
• Practical examination:
– Determine if a professional comic artist is needed
• Theoretical examination:
– Image detail necessary to trigger cognitive image schemas
Experiment 2
• Experiment 2 Hypothesis– Participants’ performance after viewing the lower
level of symbol abstraction within comics would be superior to the higher abstraction comics because easily recognized symbols by utilizing image schemas support communication between comic media and readers
• Experiment 2 Goals– To test the impact that symbols have on cognitive
training, level of symbolic abstraction manipulated across three separate comic strips
(McCloud, 1993)
(Eisner, 1985)
(Mandler, 1992)
Experiment 2 Method
• Design– Independent variable = level of symbolic abstraction– Dependent variables = speed and feasibility
• Participants– 51 submarine officers
• Materials– Online study / in person
• Procedure– Read media, answer decision questions– Alternate Collection Method
Experiment 2 Results
• One-way ANOVA
• Decision making skills (Accuracy)
F(2, 42) = .33, p=.72
• Speed
F(2, 42) = 1.18, p=.32
• View time
F(2, 42) = .21, p=.81
General Discussion
• Experiments 1 & 2
– Theoretical thread = image schemas (Mandler, 1992)
• Information must be connected with long term memory and previous knowledge
• Value of Comics for the Military
– Shortened training time
– Twice as much time for real-world situations
– Alternative media for diverse population and trainee needs
Future Research
• Reduce time to view media
– Benefits of comics more readily shown
– Significant speed results of current study