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Interactivity Fosters Bayesian
Reasoning
without Instruction
Gaëlle Vallée-Tourangeau
Frédéric Vallée-Tourangeau
Kingston University
Marlène Abadie
University of Toulouse
Bayesian reasoning
• The Head Teacher at Teddington School wonders if
watching too much TV increases the chances of wearing
glasses. He obtained the following information:
• 12 out of every 20 pupils watch too much TV.
• Among these 12 pupils who watch too much TV, 6 wear
glasses. Among the 8 remaining pupils who do not watch
too much TV, 2 also wear glasses.
• Imagine you meet a group of pupils who wear glasses.
How many of them watch too much TV? ___ out of ___.
About 40% of people find the correct solution.
Bayesian reasoning problem
Zhu & Gigerenzer, 2006
Answer: 6 out of 8
Experimental design
Standard
Systemic
5 experiments
• Experiment 1: Does interactivity help?
– Yes, especially with practice.
• Experiment 2: Does it always help?
– Yes, but problem difficulty matters.
• Experiment 3: Is it the extra information in the
cards?
– Nope.
• Experiment 4a: Do all cards help? Do all samples
help?
– Yep.
• Experiment 4b: How do the cards help?
• Experiment 5: Is the manipulation of the cards or the
final layout?
5 experiments
• Experiment 1: Does interactivity help?
– Yes, especially with practice.
• Experiment 2: Does it always help?
– Yes, but problem difficulty matters.
• Experiment 3: Is it the extra information in the
cards?
– Nope.
• Experiment 4a: Do all cards help? Do all samples
help?
– Yep.
• Experiment 4b: How do the cards help?
• Experiment 5: Is the manipulation of the cards or the
final layout?
Experiment 4
How do the cards help?
Experiment 4
Experiment 4
How do the cards help?
The final Cohen’s  taking
both the timing of coding
and the sequence of
events into account was
.88, with a 91.35%
average percentage
agreement.
Experiment 4
How do the cards help?
CONCLUSIONS
Studying systemic thinking in the lab
The story so far…
It is the manipulation of the
cards that helped.
People who did not manipulate
cards were less likely to draw
Bayesian inferences.
Manipulating cards did help
beyond providing a clear visual
representation of the
information.
So what…
So what…
Vallée-Tourangeau, G., Abadie, M., & Vallée-Tourangeau, F. (2015). Interactivity
fosters Bayesian reasoning without instruction. Journal of Experimental Psychology:
General, 144, 581-603. http://dx.doi.org/10.1037/a0039161

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Interactivity fosters Bayesian Reasoning

  • 1. Interactivity Fosters Bayesian Reasoning without Instruction Gaëlle Vallée-Tourangeau Frédéric Vallée-Tourangeau Kingston University Marlène Abadie University of Toulouse
  • 3. • The Head Teacher at Teddington School wonders if watching too much TV increases the chances of wearing glasses. He obtained the following information: • 12 out of every 20 pupils watch too much TV. • Among these 12 pupils who watch too much TV, 6 wear glasses. Among the 8 remaining pupils who do not watch too much TV, 2 also wear glasses. • Imagine you meet a group of pupils who wear glasses. How many of them watch too much TV? ___ out of ___. About 40% of people find the correct solution. Bayesian reasoning problem Zhu & Gigerenzer, 2006 Answer: 6 out of 8
  • 5. 5 experiments • Experiment 1: Does interactivity help? – Yes, especially with practice. • Experiment 2: Does it always help? – Yes, but problem difficulty matters. • Experiment 3: Is it the extra information in the cards? – Nope. • Experiment 4a: Do all cards help? Do all samples help? – Yep. • Experiment 4b: How do the cards help? • Experiment 5: Is the manipulation of the cards or the final layout?
  • 6. 5 experiments • Experiment 1: Does interactivity help? – Yes, especially with practice. • Experiment 2: Does it always help? – Yes, but problem difficulty matters. • Experiment 3: Is it the extra information in the cards? – Nope. • Experiment 4a: Do all cards help? Do all samples help? – Yep. • Experiment 4b: How do the cards help? • Experiment 5: Is the manipulation of the cards or the final layout?
  • 7. Experiment 4 How do the cards help?
  • 9. Experiment 4 How do the cards help? The final Cohen’s  taking both the timing of coding and the sequence of events into account was .88, with a 91.35% average percentage agreement.
  • 10. Experiment 4 How do the cards help?
  • 12. The story so far… It is the manipulation of the cards that helped. People who did not manipulate cards were less likely to draw Bayesian inferences. Manipulating cards did help beyond providing a clear visual representation of the information.
  • 15. Vallée-Tourangeau, G., Abadie, M., & Vallée-Tourangeau, F. (2015). Interactivity fosters Bayesian reasoning without instruction. Journal of Experimental Psychology: General, 144, 581-603. http://dx.doi.org/10.1037/a0039161

Editor's Notes

  1. To shed light on the qualitative differences between high and low numerates, we selected the recordings of high numerates who correctly solved the first three tasks (n ! 21) and the recordings of low numerates who did not succeed at solving the first three tasks (n ! 16). We restricted our analysis to the isomorphic problems to ensure that we only coded behaviors related to representation and information processing as opposed to efforts to transform the nonisomorphic sample of cards in an isomorphic one. We began to develop a coding scheme through an iterative process. We first watched a few video recordings repeatedly to identify generic mutually exclusive and exhaustive codes for behaviors (e.g., “does not touch cards,” “picks up the pack of cards,” “examines cards,” “moves cards”). We then pilot-tested our coding scheme on new video recordings to identify codes that could be reliably applied to all videos. Coding was also theoretically grounded in concepts from the literature on distributed cognition and insight problem solving. This iterative process led us to define four types of activities participants engaged in: projection, marking, presentation change, and epistemic activity. Each type of activity was defined in terms of specific actions we observed. Table 10 provides details of the final coding scheme. The “projection” activity makes reference to the process of projecting mental representations onto the visible environment hypothesized by Kirsh (2013). We coded this activity whenever participants made no action on the cards. The “marking” activity refers to a type of behavior known to support cognition by directing attention and helping perception (Carlson, Avraamides, Cary, & Strasberg, 2007; Kirsh, 1995). We coded this activity whenever participants interacted with the cards without gathering information or making significant change to the perceptual layout. Marking actions included nudging the cards slightly, marking cards with a hand, or one or more fingers, and holding onto the cards. The “presentation change” activity was informed by the concept of representation restructuring in the insight problem solving literature, which describes reasoners’ attempt to restructure the representation of a problem when searching for a fruitful solution (Fleck & Weisberg, 2013). Presentation change actions included picking up, putting down, or laying cards out and transforming the layout by rearranging cards. Finally, the “epistemic activity” included actions aiming to support mental computations or uncover information that is hidden (Kirsh & Maglio, 1994), such as sampling the cards and counting. To ensure that all actions coded were mutually exclusive, we also coded quantitative cues. For instance, if a participant moved a card less than 2 cm away from its original position on the table, this was coded as a “nudges cards” action (Action 1.1 in the Coding Scheme). The behaviors observed in the video recordings were coded using the Noldus Observer XT 11.0 software2 to record onset and offset times of the behavioral events listed in Table 10, continuously sampling behavior from the beginning of the task until participants announced their answer.
  2. Table 11 illustrates the data obtained by coding the video footage for one participant. To evaluate intercoder reliability, we trained a research assistant, blind to the outcome of the trial (successful or unsuccessful) to code the videos using the coding scheme.
  3. We then analyzed two behavioral measures: The total amount of time participants engaged in each category of behavior (in seconds) and the proportion of time they did so out of the total time they spent working on the task. there was a significant interaction between performance and behavior type on total duration: unsuccessul reasoners spent longer marking whereas successful reasoners spent more time engaging in presentation change.
  4. The Turing machine metaphor for cognition suggests that cognitive processes unfold in a formally-specifiable sequence of discrete events. The order of these events is assumed to be dictated by a stored algorithm controlling the sequence of steps required to transform an informational input into an output. From this perspective, change is predictable and timing is irrelevant.  In contrast, timing becomes an essential feature of cognitive systems if one views cognition as emerging from the real-time coupling of brain and body activities in the environment. Brain activity is changing while the knowing agent acts in the world while the world is changing. There is a much neglected temporal dimension to the emergence of cognition which spans from milliseconds to months, up to millennia.