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IMPLEMENTING MENTAL MODELS: EXTENDING
INSIGHT AND WHOLE PERSON LEARNING
Robert E. Robinson
Ronald K. Mitchell
J. Duane Hoover


ABSEL 2013
BACKGROUND




        Hoover, Mitchell, and Wu (2012)
        developed the concept of Insight
        Learning, a type of whole person
        learning (Hoover, 2007)
BACKGROUND




        Insight learning involves a four step
        process
        1) The instructor and student must
           agree upon the goal of changing
           mental states
        2) The instructor and student must
           design the intended alternative
           mental framework
BACKGROUND




        Insight learning involves a four step
        process
        3) participation in a simulation or
            experiential exercise
        4) integrating the new/enhanced mental
            frame into the student’s intellectual
            and behavioral repertoire
        This paper focuses on these final two
           steps.
Do – Look – Learn




             Instead of the more typical “learn-look-
             do” approach, we suggest a “do-look-
             learn” process.
             The traditional approach involves
             students learning the material first,
             observing how it applies, and then
             using the material in practice.
Do – Look – Learn




             By placing the experience first, students
             may be more open to learning
             opportunities without the constraint of
             prior teaching.
             “Do-Look-Learn” can help students get
             out of their own way by breaking down
             barriers to learning created by
             preconceived notions.
Example Theory – Transaction Cognitions




             The specific exercise included as part
             of step three in the insight learning
             process can be utilized for several
             learning concepts in a variety of
             courses.
             We chose to demonstrate the specific
             example of transaction cognition theory
             (Mitchell, 2001) in this paper.
Transaction Cognition Theory



For new value to be created, transactions must be brought into
existence (Mitchell, 2001)
Specifically,
“Transaction Cognition Theory proposes that the existence of each
element in the transaction is, in fact, the primary reason for the
introduction of one of the sources of variability in human economic
behavior.” – Mitchell, 2001, page 27
Transaction Cognition Theory



The transaction thus becomes the unit of analysis most basic to
understanding economic activity, and particularly the formation of
organizations.
A transaction requires three components:
1) an individual
2) A work
3) An “other”
Transaction Cognition Theory


                Elements of a Transaction
                Adapted from Mitchell, 2001


                         Individual




        Other                                 Work
Simulation Exercise



A cooperative game is utilized to help students consider elements of
teamwork - specifically trust, resource sharing, and goal
accomplishment
The game is intentionally unrelated to business to reduce the focus
on prior knowledge utilization and to increase the focus on
teamwork itself.
Simulation Exercise



The game used in this is called PANDEMIC.
It can be played by 2-4 people, but the exercise calls for students to
be broken into groups of four.
Instead of competing against each other, the joint goal of each
group is to cure four diseases that spread across a map of the world.
Simulation Exercise



The game is won by creating a cure for all four diseases before one
of the following happens:
1) The resource pile is depleted (all the cards have been drawn)
2) There are not enough cubes to place for any one color when the
   result of an infection round calls for that color to be placed
3) Eight outbreaks occur
Simulation Exercise



The game is played at least twice, though a third time is optional
1) First time players are told to allow everyone to see their
   resource cards and roles. This allows for all available
   information to be freely shared between participants.
2) The second time students play, they must hold up their hands
   and their special skills.
3) The third time would involve including individual (potentially
   conflicting) goals. If times does not allow, this third round could
   be assigned as a written assignment – a “what if” scenario to be
   described by the student.
Simulation Exercise



In keeping with the do-look-learn process, the series of play should
be completed before students are told the goal of the learning
exercise.
After each round, students should turn in a written description of
their experience of the exercise, which should include their thoughts
regarding what they saw as the intended learning objectives. This
feedback links back to the insight learning process.
Simulation Exercise



After the instructor has reviewed the students’ written reports, a
debrief of the intended learning processes should follow. Including
specific examples where students identified elements related to the
intended concepts can help students feel more included in the
learning.
After the debrief, students should develop a model depicting how
this new learning will be incorporated into their own thinking. This
new mental frame completes the fourth step of the insight learning
process.
Implications for Whole Person Learning



Hoover (2007) defines experiential learning from a whole person
perspective:
Experiential learning exists when a personally responsible
  participant (s) spiritually, cognitively, emotionally, and
  behaviorally processes knowledge, skills and/or attitudes in a
  learning situation characterized by a high level of active
  involvement.
Implications for Whole Person Learning



This exercise keys on all the elements of this definition:
1) Spiritual: By including the student in the decision to change,
                they are more connected to the whole learning
                process. They also get a feeling of being part of
                something as they work toward a common goal.
2) Cognitive: The particular element of cognitions being taught,
                along with the individual development of mental
                models specific to the student keys the cognitive
                element
Implications for Whole Person Learning



This exercise keys on all the elements of this definition:
3) Emotional: The immersive nature of the simulation tends to
                engage the participant’s affect
4) Behavioral: Experiential exercises by their nature involve
                 connecting behavior to learning through action
Implications for Whole Person Learning



This exercise has served as only one example of insight learning,
  and the Do-Look-Learn approach.

This approach can help bring back the experiential approach to
  teaching in a variety of courses, and at all levels of education.

For example, our co-author Dr. Mitchell utilizes this method in his
  cross-listed entrepreneurship courses as well as his doctoral
  seminars on management theory.
Thank you for your attention.
        Questions?
Appendix for Transaction Cognition Theory
Transaction Cognition Theory



Transaction Cognition Theory suggests that each element of a
transaction contributes to the nature of transacting, because
transaction cognitions about the individual, the work, and other
persons are impacted (respectively) by bounded rationality,
opportunism, and the more general notion of “work”-specificity.
Transaction Cognition Theory



Transaction Cognition Theory suggests that
1) the cognitions of an individual, about the work and others, are
   shaped primarily by bounded rationality.
2) the cognitions about other persons, in relationship to the
   individual and the work, are shaped primarily by opportunism
3) and that cognitions about the work, in relationship to the
   individual and others, are shaped primarily by work-specificity
These three cognitions are called planning, promise, and
   competition, respectively, when they are positively related to the
   reduction of transaction costs
Appendix for Simulation Exercise
Simulation Exercise



Each student begins with two cards (resources which have cities of
a certain color or special actions) and a special skill that allows that
person to perform certain actions more easily than others.
The resource cards must be used to create a cure by getting five of
one color to one person, who must turn them in at a specific place
on the board, called a research station.
Simulation Exercise



Each person can use four actions per turn to 1) move, 2) treat
disease, 3) give cards, 4) turn in a cure, or 5) create a research
station.
Cards can only be given to others who are in the same city, and only
the card of that city may be given.
At the end of each turn, two new resources are drawn, and new
cubes are placed according to the infection rate.
Simulation Exercise



If one of the cards drawn is an Epidemic, a new city is drawn from
the bottom of the infection pile, three cubes are placed there, and all
of the previously infected cities (including the newest one) are
shuffled and placed back on top of the infection pile.
If any city has more than three cubes of a particular color when it is
drawn, an outbreak occurs. A cube of that color is placed in all
cities that are connected to that city by a line on the board.

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Implementing Mental Models: Extending Insight and Whole Person Learning

  • 1. IMPLEMENTING MENTAL MODELS: EXTENDING INSIGHT AND WHOLE PERSON LEARNING Robert E. Robinson Ronald K. Mitchell J. Duane Hoover ABSEL 2013
  • 2. BACKGROUND Hoover, Mitchell, and Wu (2012) developed the concept of Insight Learning, a type of whole person learning (Hoover, 2007)
  • 3. BACKGROUND Insight learning involves a four step process 1) The instructor and student must agree upon the goal of changing mental states 2) The instructor and student must design the intended alternative mental framework
  • 4. BACKGROUND Insight learning involves a four step process 3) participation in a simulation or experiential exercise 4) integrating the new/enhanced mental frame into the student’s intellectual and behavioral repertoire This paper focuses on these final two steps.
  • 5. Do – Look – Learn Instead of the more typical “learn-look- do” approach, we suggest a “do-look- learn” process. The traditional approach involves students learning the material first, observing how it applies, and then using the material in practice.
  • 6. Do – Look – Learn By placing the experience first, students may be more open to learning opportunities without the constraint of prior teaching. “Do-Look-Learn” can help students get out of their own way by breaking down barriers to learning created by preconceived notions.
  • 7. Example Theory – Transaction Cognitions The specific exercise included as part of step three in the insight learning process can be utilized for several learning concepts in a variety of courses. We chose to demonstrate the specific example of transaction cognition theory (Mitchell, 2001) in this paper.
  • 8. Transaction Cognition Theory For new value to be created, transactions must be brought into existence (Mitchell, 2001) Specifically, “Transaction Cognition Theory proposes that the existence of each element in the transaction is, in fact, the primary reason for the introduction of one of the sources of variability in human economic behavior.” – Mitchell, 2001, page 27
  • 9. Transaction Cognition Theory The transaction thus becomes the unit of analysis most basic to understanding economic activity, and particularly the formation of organizations. A transaction requires three components: 1) an individual 2) A work 3) An “other”
  • 10. Transaction Cognition Theory Elements of a Transaction Adapted from Mitchell, 2001 Individual Other Work
  • 11. Simulation Exercise A cooperative game is utilized to help students consider elements of teamwork - specifically trust, resource sharing, and goal accomplishment The game is intentionally unrelated to business to reduce the focus on prior knowledge utilization and to increase the focus on teamwork itself.
  • 12. Simulation Exercise The game used in this is called PANDEMIC. It can be played by 2-4 people, but the exercise calls for students to be broken into groups of four. Instead of competing against each other, the joint goal of each group is to cure four diseases that spread across a map of the world.
  • 13. Simulation Exercise The game is won by creating a cure for all four diseases before one of the following happens: 1) The resource pile is depleted (all the cards have been drawn) 2) There are not enough cubes to place for any one color when the result of an infection round calls for that color to be placed 3) Eight outbreaks occur
  • 14. Simulation Exercise The game is played at least twice, though a third time is optional 1) First time players are told to allow everyone to see their resource cards and roles. This allows for all available information to be freely shared between participants. 2) The second time students play, they must hold up their hands and their special skills. 3) The third time would involve including individual (potentially conflicting) goals. If times does not allow, this third round could be assigned as a written assignment – a “what if” scenario to be described by the student.
  • 15. Simulation Exercise In keeping with the do-look-learn process, the series of play should be completed before students are told the goal of the learning exercise. After each round, students should turn in a written description of their experience of the exercise, which should include their thoughts regarding what they saw as the intended learning objectives. This feedback links back to the insight learning process.
  • 16. Simulation Exercise After the instructor has reviewed the students’ written reports, a debrief of the intended learning processes should follow. Including specific examples where students identified elements related to the intended concepts can help students feel more included in the learning. After the debrief, students should develop a model depicting how this new learning will be incorporated into their own thinking. This new mental frame completes the fourth step of the insight learning process.
  • 17. Implications for Whole Person Learning Hoover (2007) defines experiential learning from a whole person perspective: Experiential learning exists when a personally responsible participant (s) spiritually, cognitively, emotionally, and behaviorally processes knowledge, skills and/or attitudes in a learning situation characterized by a high level of active involvement.
  • 18. Implications for Whole Person Learning This exercise keys on all the elements of this definition: 1) Spiritual: By including the student in the decision to change, they are more connected to the whole learning process. They also get a feeling of being part of something as they work toward a common goal. 2) Cognitive: The particular element of cognitions being taught, along with the individual development of mental models specific to the student keys the cognitive element
  • 19. Implications for Whole Person Learning This exercise keys on all the elements of this definition: 3) Emotional: The immersive nature of the simulation tends to engage the participant’s affect 4) Behavioral: Experiential exercises by their nature involve connecting behavior to learning through action
  • 20. Implications for Whole Person Learning This exercise has served as only one example of insight learning, and the Do-Look-Learn approach. This approach can help bring back the experiential approach to teaching in a variety of courses, and at all levels of education. For example, our co-author Dr. Mitchell utilizes this method in his cross-listed entrepreneurship courses as well as his doctoral seminars on management theory.
  • 21. Thank you for your attention. Questions?
  • 22. Appendix for Transaction Cognition Theory
  • 23. Transaction Cognition Theory Transaction Cognition Theory suggests that each element of a transaction contributes to the nature of transacting, because transaction cognitions about the individual, the work, and other persons are impacted (respectively) by bounded rationality, opportunism, and the more general notion of “work”-specificity.
  • 24. Transaction Cognition Theory Transaction Cognition Theory suggests that 1) the cognitions of an individual, about the work and others, are shaped primarily by bounded rationality. 2) the cognitions about other persons, in relationship to the individual and the work, are shaped primarily by opportunism 3) and that cognitions about the work, in relationship to the individual and others, are shaped primarily by work-specificity These three cognitions are called planning, promise, and competition, respectively, when they are positively related to the reduction of transaction costs
  • 26. Simulation Exercise Each student begins with two cards (resources which have cities of a certain color or special actions) and a special skill that allows that person to perform certain actions more easily than others. The resource cards must be used to create a cure by getting five of one color to one person, who must turn them in at a specific place on the board, called a research station.
  • 27. Simulation Exercise Each person can use four actions per turn to 1) move, 2) treat disease, 3) give cards, 4) turn in a cure, or 5) create a research station. Cards can only be given to others who are in the same city, and only the card of that city may be given. At the end of each turn, two new resources are drawn, and new cubes are placed according to the infection rate.
  • 28. Simulation Exercise If one of the cards drawn is an Epidemic, a new city is drawn from the bottom of the infection pile, three cubes are placed there, and all of the previously infected cities (including the newest one) are shuffled and placed back on top of the infection pile. If any city has more than three cubes of a particular color when it is drawn, an outbreak occurs. A cube of that color is placed in all cities that are connected to that city by a line on the board.