An exploratory study of the problem solving strategies used by selected young adolescents while playing a microcomputer text adventure

UNCG Author/Contributor (non-UNCG co-authors, if there are any, appear on document)
Thomas Michael Sheriff (Creator)
The University of North Carolina at Greensboro (UNCG )
Web Site:
Ernest W. Lee

Abstract: The purpose of this study was to determine if any problem solving strategies are used by young adolescents as they play a microcomputer text adventure. Thirteen participants took part in the study. Each participant was video taped playing a selected adventure game, specially modified to produce a file containing all interaction between participant and computer. The investigator analyzed both the files and video tapes to determine problem solving strategies used by each participant. Ten specific problem solving strategies were identified as used by the participants. The use of specific problem solving strategies took place 58% of the game playing time with the specific strategy of Guess and Check occupying 77.7% of that time. Participants took inconsequential moves 30.4% of the game playing time, and made moves using previous game experiences 11.6% of the time. Based on the recorded data, determination was made that young adolescents use a variety of problem solving strategies as they play a microcomputer text adventure.

Additional Information

Language: English
Date: 1987
Problem solving

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