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Harmon, Paul – Performance and Instruction, 1984
Considers three powerful techniques--heuristics, context trees, and search via backward chaining--that a knowledge engineer might employ to develop an expert system to automate performance engineering, i.e., the branch of instructional technology that focuses on the problems of business and industry. (MBR)
Descriptors: Algorithms, Artificial Intelligence, Computer Software, Educational Technology

Thiagarajan, Sivasailam; Pasigna, Aida L. – Simulation and Games, 1985
Describes basic structure of a framegame, Chain Gang, in which self-instructional modules teach a cognitive skill. Procedures are presented for loading new content into the game's basic framework to teach algorithms or heuristics and for game modification to suit different situations. Handouts used in the basic game are appended. (MBR)
Descriptors: Algorithms, Design, Educational Games, Formative Evaluation

Jackling, Noel; And Others – Higher Education Research and Development, 1990
It is proposed that algorithms and heuristics are useful in improving professional problem-solving abilities when contextualized within the academic discipline. A basic algorithm applied to problem solving in undergraduate engineering education and a similar algorithm applicable to legal problems are used as examples. Problem complexity and…
Descriptors: Algorithms, Classroom Techniques, College Instruction, Curriculum Development

Bodner, George M.; McMillen, Theresa L. B. – Journal of Research in Science Teaching, 1986
Examines the hypothesis that there are preliminary stages in problem solving that are often neglected in teaching chemistry. Discusses correlations calculated between the student's ability to handle disembedding and cognitive restructuring tasks in the spatial domain and ability to solve chemistry problems. (TW)
Descriptors: Algorithms, Chemistry, Cognitive Processes, College Science