ISSN 0439-755X
CN 11-1911/B
主办:中国心理学会
   中国科学院心理研究所
出版:科学出版社

心理学报 ›› 2008, Vol. 40 ›› Issue (08): 862-872.

• • 上一篇    下一篇

集体问题解决中的知识、惯例和绩效

王建安;张钢   

  1. 浙江大学语言与认知研究中心,杭州 310028
  • 收稿日期:2007-07-05 修回日期:1900-01-01 发布日期:2008-08-30 出版日期:2008-08-30
  • 通讯作者: 王建安

Knowledge, Routines and Performance in Collective Problem Solving

WANG Jian-An;ZHANG Gang   

  1. Center for the Study of Language and Cognition, Zhejiang University, Hangzhou 310028, China
  • Received:2007-07-05 Revised:1900-01-01 Online:2008-08-30 Published:2008-08-30
  • Contact: WANG Jian-An

摘要: 在Cohen和Bacdayan发明的两人TTT纸牌游戏的基础上开发了三人TTT游戏,并以此为实验任务,考察了三人集体问题解决活动能否形成惯例,比较了有问题图式组和无问题图式组之间在惯例和绩效上的差异。实验结果表明:(1)三人问题解决能够形成惯例;(2)有图式组的惯例化程度总体上低于无图式组,而其惯例化程度提高的速度则快于后者;(3)无图式组的绩效高于有图式组,但前期差异显著,后期不显著。这些结果将前人基于两人TTT游戏所做的惯例研究进一步拓展到三人情境,证实了三人互动中惯例的生成,为研究涉及更多人互动的真正意义上的组织惯例奠定了基础;阐明了知识,特别是前人在组织惯例研究中所忽视的陈述性知识,对于惯例形成和绩效提升的影响,并揭示了其在组织管理和决策活动中的实际意义。

关键词: 集体问题解决, 三人TTT游戏, 知识, 惯例, 绩效

Abstract: Most studies of routines had been based on field observation until the invention of Transform The Target, a game with 6 cards for 2 players (two-player TTT game for short) created by Cohen and Bacdayan (1994). Since then four experimental studies have been conducted to explore in laboratory the emergence and the measurement of routines in two-player TTT,the influence of procedural knowledge on the emergence of routines, and the relation between incentives, routines and performance. In this study a game with 9 cards for 3 players (three-player TTT game) was developed to investigate the emergence of routines in multilateral (not merely bilateral) interaction and the relation between knowledge (including declarative and procedural knowledge), routines and performance.
Based on this three-player TTT game an experimental design with one between-subject factor (knowledge) and one within-subject factor (time) was adopted. A total of 96 students participated in the experiment, every 3 students formed a team to play the game, so there were altogether 32 teams, in which 16 teams were informed of the problem space (called groups with schema) whereas the other 16 teams not informed (groups without schema). Every team in each group was asked to play 40 hands of the game in 45 minutes. There are 3 main strategies or paths in the problem space to successfully play the game. The difference between the adoption times of the path adopted most frequently and that of the path adopted least frequently divided by the total adoption times was one indicator of the degree of routinization. The average move time of a hand and the variation across teams in the number of moves required to complete the hand in each group were the other indicators of the degree of routinization, and the decreasing rates of them the indicators of the speed of routinization. Each hand a team successfully completed earned it 150 points, each move the team made cost it 10 points, the value of the net points divided by the time needed to complete the hand was used as the indicator of performance. Repeated measures ANOVA and linear regression were used to analyze the data.
The main results of this study were as follows: first, routines did emerge in three-player TTT game; secondly, while the degree of routines of the group with schema was lower on the whole than that of the group without schema, the increasing rate in the former is faster than that in the latter; and thirdly, the performance of the group without knowledge is higher than that of the group with knowledge, but the difference is significant at the earlier stage whereas it is not at the later stage.
The above results indicated that the problem space given to the subjects who had not played this game before was only declarative knowledge to them at the beginning of the experiment. It would take a period of time for them to memorize this declarative knowledge. At the behavioral level only through the repeated play of the game this declarative knowledge would help facilitate the formation of procedural knowledge. At the neural level this would require their hippocampal engagement and compete with the striatum for the control over learning. But when the declarative knowledge was memorized it would help the procedural learning and hence increase the level of proficiency. Generally speaking, the declarative and procedural knowledge jointly (not the latter alone) contributed to the emergence of organizational routines, and organizational routines in turn contributed to the organizational performance

Key words: collective problem solving, three-player TTT game, knowledge, routines, performance

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