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Dimensions involved in the development of expertise

26/12/2020 Client: saad24vbs Deadline: 10 Days

Write a 1,050- to 1,200-word instruction paper on the processes involved with attaining expertise, reference the chapter in your text titled, "Expertise". Anderson, J.R. (2009). Cognitive psychology and its implications (7th Ed.). New York, NY: Worth Publishers




Include the following salient points in your work:


1. Outline the stages in the development of expertise.


2. Outline the dimensions involved in the development of expertise.


3. Discuss how obtaining skills makes changes to the brain


4. EXAMPLE OF PAPER BELOW DO NOT COPY Plag FREE COPY ONLY


•The Nature of Expertise


So far in this chapter, we have considered some of the phenomena associated


with skill acquisition. An understanding of the mechanisms behind these phenomena


has come from examining the nature of expertise in various fields of


endeavor. Since the mid-1970s, there has been a great deal of research looking


at expertise in such domains as mathematics, chess, computer programming,


and physics. This research compares people at various levels of development of


their expertise. Sometimes this research is truly longitudinal and follows students


from their introduction to a field to their development of some expertise.


More typically, such research samples people at different levels of expertise. For


instance, research on medical expertise might look at students just beginning


medical school, residents, and doctors with many years of medical practice.


This research has begun to identify some of the ways that problem solving


becomes more effective with experience. Let us consider some of these dimensions


of the development of expertise.


.


Tactical Learning


As students practice problems, they come to learn the sequences of actions


required to solve a problem or parts of the problem. Learning to execute such


sequences of actions is called tactical learning. A tactic refers to a method that


accomplishes a particular goal. For instance, Greeno (1974) found that it took


only about four repetitions of the hobbits and orcs problem (see discussion


surrounding Figure 8.7) before participants could solve the problem perfectly.


In this experiment, participants were learning the sequence of moves to get the


creatures across the river. Once they had learned the sequence, they could simply


recall it and did not have to figure it out.


Logan (1988) argued that a general mechanism of skill acquisition involves


learning to recall solutions to problems that formerly had to be figured out. A


nice illustration of this mechanism is from a domain called alpha-arithmetic. It


entails solving problems such as F _ 3, in which the participant is supposed to


say the letter that is the number of letters forward in the alphabet—in this case,


F _ 3 _ I. Logan and Klapp (1991) performed an


experiment in which they gave participants problems


that included addends from 2 (e.g., C _ 2) through 5


(e.g., G _ 5). Figure 9.9 shows the time taken by participants


to answer these problems initially and then


after 12 sessions of practice. Initially, participants


took 1.5 s longer on the 5-addend problems than on


the 2-addend problems, because it takes longer to


count five letters forward in the alphabet than two


letters forward. However, the problems were repeated


again and again across the sessions. With repeated,


continued practice, participants became faster on all


problems, reaching the point where they could solve


the 5-addend problems as quickly as the 2-addend


problems. They had memorized the answers to these


problems and were not going through the procedure


of solving the problems by counting.1


There is evidence that, as people become more


practiced at a task and shift from computation to


retrieval, brain activation shifts from the prefrontal


cortex to more posterior areas of the cortex. For


instance, Jenkins, Brooks, Nixon, Frackowiak, and


Passingham (1994) looked at participants learning to key out various sequences


of finger presses such as “ring, index, middle, little, middle, index, ring, index.”


They compared participants initially learning these sequences with participants


practiced in these sequences. They used PET imaging studies and found that


there was more activation in frontal areas early in learning than late in learning.2


On the other hand, later in learning, there was more activation in the hippocampus,


which is a structure associated with memory. Such results indicate that, early


in a task, there is significant involvement of the anterior cingulate in organizing


the behavior but that, late in learning, participants are just recalling the answers


from memory. Thus, these neurophysiological data are consistent with Logan’s


proposal.


Tactical learning refers to a process by which people learn specific procedures


for solving specific problems.


Strategic Learning


The preceding subsection on tactical learning was concerned with how students


learn tactics by memorizing sequences of actions to solve problems. Many small


problems repeat so often that we can solve them this way. However, large and


complex problems do not repeat exactly, but they still have


similar structures, and one can learn how to organize one’s


solution to the overall problem. Learning how to organize


one’s problem solving to capitalize on the general structure of


a class of problems is referred to as strategic learning. The


contrast between strategic and tactical learning in skill acquisition


is analogous to the distinction between tactics and strategy


in the military. In the military, tactics refers to smaller-scale


battlefield maneuvers, whereas strategy refers to higher-level


organization of a military campaign. Similarly, tactical learning


involves learning new pieces of skill, whereas strategic learning


is concerned with putting them together.


One of the clearest demonstrations of such strategic changes is in the domain


of physics problem solving. Researchers have compared novice and expert solutions


to problems like the one depicted in Figure 9.10. A block is sliding down an


inclined plane of length l, and u is the angle between the plane and the horizontal.


The coefficient of friction is m. The participant’s task is to find the velocity of the


block when it reaches the bottom of the plane. The typical novices in these studies


are beginning college students and the typical experts are their teachers.


In one study comparing novices and experts, Larkin (1981) found a difference


in how they approached the problem.


The novice’s solution typifies the reasoning backward method, which starts with


the unknown—in this case, the velocity v. Then the novice finds an equation for


calculating v. However, to calculate v by this equation, it is necessary to calculate a,


the acceleration. So the novice finds an equation for calculating a; and the novice


chains backward until a set of equations is found for solving the problem.


The expert, on the other hand, uses similar equations but in the completely


opposite order. The expert starts with quantities that can be directly computed,


such as gravitational force, and works toward the desired velocity. It is also apparent


that the expert is speaking a bit like the physics teacher that he is, leaving


the final substitutions for the student.


Another study by Priest and Lindsay (1992) failed to find a difference in


problem-solving direction between novices and experts. Their study included


British university students rather than American students, and they found that


both novices and experts predominantly reasoned forward. However, their


experts were much more successful in doing so. Priest and Lindsay suggest that


the experts have the necessary experience to know which forward inferences are


appropriate for a problem. It seems that novices have two choices—reason forward,


but fail (Priest & Lindsay’s students) or reason backward, which is hard


(Larkin’s students)


Reasoning backward is hard because it requires setting goals and subgoals


and keeping track of them. For instance, a student must remember that he


or she is calculating F so that a can be calculated and hence so that v can be


calculated. Thus, reasoning backward puts a severe strain on working memory


and this can lead to errors. Reasoning forward eliminates the need to keep


track of subgoals.


However, to successfully reason forward, one must know


which of the many possible forward inferences are relevant to the final solution,


which is what an expert learns with experience. He or she learns to associate


various inferences with various patterns of features in the problems. The


novices in Larkin’s study seemed to prefer to struggle with backward reasoning,


whereas the novices in Priest and Lindsay’s study tried forward reasoning


without success.


Not all domains show this advantage for forward problem solving. A good counterexample is computer programming (Anderson, Farrell, & Sauers, 1984; Jeffries, Turner, Polson, & Atwood, 1981; Rist, 1989). Both novice and expert programmers develop programs in what is called a top-down manner; that is, they


work from the statement of the problem to sub problems to sub-sub problems, and so on, until they solve the problem. This top-down development is basically the same as what is called reasoning backward in the context of geometry or physics. There are differences between expert programmers and novice programmers, however. Experts tend to develop problem solutions breadth first, whereas novices develop their solutions depth first. Physics and geometry problems have a rich set of givens that are more predictive of solutions than is the goal. In contrast, nothing in the typical statement of a programming


problem would guide a working forward or bottom-up solution. The typical problem statement only describes the goal and often does so with information that will guide a top-down solution. Thus, we see that expertise in different domains requires the adoption of those approaches that will be successful for


those particular domains. In summary, the transition from novices to experts does not entail the same


changes in strategy in all domains. Different problem domains have different structures that make different strategies optimal. Physics experts learn to reason forward; programming experts learn breadth-first expansion. Strategic learning refers to a process by which people learn to organize their


problem solving.


Problem Perception


As they acquire expertise problem solvers learn to perceive problems in ways


that enable more effective problem-solving procedures to apply. This dimension


can be nicely demonstrated in the domain of physics. Physics, being an intellectually


deep subject, has principles that are only implicit in the surface features


of a physics problem. Experts learn to see these implicit principles and represent


problems in terms of them.


Chi, Feltovich, and Glaser (1981) asked participants to classify a large set of


problems into similar categories. Figure 9.11 shows sets of problems that


novices thought were similar and the novices’ explanations for the similarity


groupings. As can be seen, the novices chose surface features, such as rotations


or inclined planes, as their bases for classification. Being a physics novice myself,


I have to admit that these seem very intuitive bases for similarity. Contrast


The Nature of Expertise | 255


Anderson7e_Chapter_09.qxd 8/20/09 9:49 AM Page 255


these classifications with the pairs of problems in Figure 9.12 that the expert


participants saw as similar. Problems that are completely different on the


surface were seen as similar because they both entailed conservation of energy


or they both used Newton’s second law. Thus, experts have the ability to map


surface features of a problem onto these deeper principles. This ability is very


useful because the deeper principles are more predictive of the method of


solution. This shift in classification from reliance on simple features to reliance


on more complex features has been found in a number of domains, including


mathematics (Silver, 1979; Schoenfeld & Herrmann, 1982), computer


programming (Weiser & Shertz, 1983), and medical diagnosis (Lesgold et al.,


1988).


A good example of this shift in processing of perceptual features is the interpretation


of X rays. Figure 9.13 is a schematic of one of the X rays diagnosed by


participants in the research by Lesgold et al. The sail-like area in the right lung is a


shadow (shown on the left side of the X ray) caused by a collapsed lobe of the


lung that created a denser shadow in the X ray than did other parts of the lung.


Medical students interpreted this shadow as an indication of a tumor because tumors


are the most common cause of shadows on the lung. Radiological experts,


on the other hand, were able to correctly interpret the shadow as an indication of


a collapsed lung. They saw counterindicative features such as the size of the saillike


region. Thus, experts no longer have a simple association between shadows


on the lungs and tumors, but rather can see a richer set of features in X rays.


An important dimension of growing expertise is the ability to learn to perceive problems in ways that enable more effective problem-solving procedures to apply.


Pattern Learning and Memory


A surprising discovery about expertise is that experts seem to display a special enhanced


memory for information about problems in their domains of expertise.


This enhanced memory was first discovered in the research of de Groot (1965,


1966), who was attempting to determine what separated master chess players from


weaker chess players. It turns out that chess masters are not particularly more


intelligent in domains other than chess. De Groot found hardly any differences between


expert players and weaker players—except, of course, that the expert players


chose much better moves. For instance, a chess master considers about the same


number of possible moves as does a weak chess player before selecting a move. In


fact, if anything, masters consider fewer moves than do chess duffers.


However, de Groot did find one intriguing difference between masters and weaker players.He presented chess masters with chess positions (i.e., chessboards with pieces in a configuration that occurred in a game) for just 5 s and then removed the chess pieces. The chess masters were able to reconstruct the positions of more than 20 pieces after just 5 s of study. In contrast, the chess duffers could


reconstruct only 4 or 5 pieces—an amount much more in line with the traditional capacity of working memory. Chess masters appear to have built up patterns of 4 or 5 pieces that correspond to common board configurations as a result of the massive amount of experience that they have had with chess.


Thus, they remember not individual pieces but these patterns. In line with this analysis, if the players are presented with random chessboard positions rather than ones that are actually encountered in games, no difference is demonstrated between masters and duffers—both reconstruct only a few chess positions. The masters also complain about being very uncomfortable and disturbed by such chaotic board positions.


In a systematic analysis, Chase and Simon (1973) compared novices, Class A players, and masters.


and to reproduce random positions such as those illustrated in Figure 9.14b. Figure 9.15


shows the results. Memory was poorer for all groups for the random positions and, if anything, masters were worse at reproducing these positions. On the other hand, masters showed a considerable advantage for the actual board positions. This basic phenomenon of superior expert memory for meaningful problems has been demonstrated in a large number of domains, including the game of Go


(Reitman, 1976), electronic circuit diagrams (Egan & Schwartz, 1979), bridge hands (Engle


& Bukstel, 1978; Charness, 1979), and computer programming (McKeithen, Reitman,


Rueter, & Hirtle, 1981; Schneiderman, 1976).


Chase and Simon (1973) also used a


chessboard-reproduction task to examine the


nature of the patterns, or chunks, used by


chess masters. The participants’ task was simply to reproduce the positions of


pieces of a target chessboard on a test chessboard. In this task, participants


glanced at the target board, placed some pieces on the test board, glanced back


to the target board, placed some more pieces on the test board, and so on.


Chase and Simon defined a chunk to be a group of pieces that participants


moved after one glance. They found that these chunks tended to define


meaningful game relations among the pieces. For instance, more than half of


the masters’ chunks were pawn chains (configurations of pawns that occur


frequently in chess).


Simon and Gilmartin (1973) estimated that chess masters have acquired


50,000 different chess patterns, that they can quickly recognize such patterns on


a chessboard, and that this ability is what underlies their superior memory performance


in chess. This 50,000 figure is not unreasonable when one considers


the years of dedicated study that becoming a chess master requires.What might


be the relation between memory for so many chess patterns and superior performance


in chess? Newell and Simon (1972) speculated that, in addition to


learning many patterns, masters have learned what to do in the presence of


such patterns. For instance, if the chunk pattern is symptomatic of a weak side,


the response might be to suggest an attack on the weak side. Thus, masters


effectively “see” possibilities for moves; they do not have to think them out,


which explains why chess masters do so well at lightning chess, in which they


have only a few seconds to move.


To summarize, chess experts have stored the solutions to many problems


that duffers must solve as novel problems. Duffers have to analyze different


configurations, try to figure out their consequences, and act accordingly.


Masters have all this information stored in memory, thereby claiming two


advantages. First, they do not risk making errors in solving these problems,


because they have stored the correct solution. Second, because they have stored


correct analyses of so many positions, they can focus their problem-solving efforts


on more sophisticated aspects and strategies of chess. Thus, the experts’


pattern learning and better memory for board positions is a part of the tactical


learning discussed earlier. The way humans become expert at chess reflects the


fact that we are very good at pattern recognition but relatively poor at things


like mentally searching through sequences of possible moves. As the Implications


box describes, human strengths and weaknesses lead to a very different


way of achieving expertise at chess than we see in computer programs for playing


chess.


260 | Expertise


chess in the 1960s, was beaten by the program of an


MIT undergraduate, Richard Greenblatt, in 1966 (Boden,


2006, discusses the intrigue surrounding


these events). However, Dreyfus was a


chess duffer and the programs of the


1960s and 1970s performed poorly


against chess masters. As computers


became more powerful and could search


larger spaces, they became increasingly


competitive, and finally in May 1997,


IBM’s Deep Blue program defeated the


reigning world champion, Gary Kasparov.


Deep Blue evaluated 200 million imagined


chess positions per second. It also


had stored records of 4,000 opening


positions and 700,000 master games


(Hsu, 2002) and had many other optimizations


that took advantage of special computer hardware.


Today there are freely available chess programs


for your personal computer that can be downloaded


over the Web and will play highly competitive chess at


a master level. These developments have led to a profound


shift in the understanding of intelligence. It once


was thought that there was only one way to achieve


high levels of intelligent behavior, and that was the


human way. Nowadays it is increasingly being accepted


that intelligence can be achieved in different ways, and


the human way may not always be the best. Also, curiously,


as a consequence some researchers no longer


view the ability to play chess as a reflection of the


essence of human intelligence.


Implications


Computers achieve computer expertise differently than humans


In Chapter 8, we discussed how human problem solving


can be viewed as a search of a problem space, consisting


of various states. The initial situation


is the start state, the situations on the


way to the goal are the intermediate


states, and the solution is the goal state.


Chapter 8 also described how people


use certain methods, such as avoiding


backup, difference reduction, and meansends


analysis, to move through the


states. Often when humans search a


problem space, they are actually manipulating


the actual physical world, as in


the 8-puzzle (Figures 8.3 and 8.4).


However, sometimes they imagine states,


as when one plays chess and contemplates


how an opponent will react to


some move one is considering, how one might react to


the opponent’s move, and so on. Computers are very


effective at representing such hypothetical states and


searching through them for the optimal goal state.


Artificial intelligence algorithms have been developed


that are very successful at all sorts of problem-solving


applications, including playing chess. This has led to a


style of chess playing program that is very different from


human chess play, which relies much more on pattern


recognition. At first many people thought that, although


such computer programs could play competent and


modestly competitive chess games, they would be no


match for the best human players. The philosopher


Hubert Dreyfus, who was famously critical of computer


Anderson7e_Chapter_09.qxd 8/20/09 9:49 AM Page 260


Experts can recognize patterns of elements that repeat in many problems,


and know what to do in the presence of such patterns without having to


think them through.


Long-Term Memory and Expertise


One might think that the memory advantage shown by experts is just a workingmemory


advantage, but research has shown that their advantage extends to


long-term memory. Charness (1976) compared experts’ memory for chess positions


immediately after they had viewed the positions or after a 30-s delay filled


with an interfering task. Class A chess players showed no loss in recall over the


30-s interval, unlike weaker participants, who showed a great deal of forgetting.


Thus, expert chess players, unlike duffers, have an increased capacity to store


information about the domain. Interestingly, these participants showed the


same poor memory for three-letter trigrams as do ordinary participants. Thus,


their increased long-term memory is only for the domain of expertise.


There is reason to believe that the memory advantage goes beyond experts’


ability to encode a problem in terms of familiar patterns. Experts appear to be


able to remember more patterns as well as larger patterns. For instance, Chase


and Simon (1973) in their study (see Figures 9.14 and 9.15) tried to identify the


patterns that their participants used to recall the chessboards. They found that


participants would tend to recall a pattern, pause, recall another pattern, pause,


and so on. They found that they could use a 2-s pause to identify boundaries


between patterns.With this objective definition of what a pattern is, they could


then explore how many patterns were recalled and how large these patterns


were. In comparing a master chess player with a beginner, they found large


differences in both measures. First, the pattern size of the master averaged


3.8 pieces, whereas it was only 2.4 for the beginner. Second, the master also


recalled an average of 7.7 patterns per board, whereas the beginner recalled an average of only

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