EXPERIMENT REPORT WRITING
EXPERIMENT REPORT WRITING
1 aim of the study - studying the relationship between code-breaking problems and the
problem-solving strategy.
2 hypothesis - By using a non-directional hypothesis to explore different problem-solving
strategies to solve the code-breaking puzzle/ problem used by different participants to solve
the code-breaking puzzle. For this, I used the non-directional hypothesis, as we don't have
one specific answer or way to solve the code-breaking problem. It is important to note that,
in this experiment, the cause-and-effect relationship will be blurry and difficult to understand.
Defining Cognition-
It is defined as an umbrella term which is used for denoting thinking and various aspects of
our mental process like , decision making, attention, thought process.
Defining Thinking -
Thinking refers to a mental process of manipulation of information for creating meaning and
solving problems, it helps to retrieve memories, pay attention, and store and retrieval of
memory and apply that information when we find it necessary.
2. Problems - def - a situation that requires a solution in general, a condition where we are
required to find a solution
3. routine Problem - In this type of problem there is is single activity to engage in a simple
routine activity, which has a simple routine solution to it.
4. The non-routine problem -the step of the problem requires more abstract thinking as there
is no clear-cut answer to the problem. eg- involving violence and death penalties which
should be punished.
Problem-solving strategies - Problem-solving is the first the various efforts for developing
and choosing among different responses to obtain the desired goal. It is of various types
which are used to find a solution which arises, involving Heuristics, Hill Climbing method,
Means and Analysis, Algorithms and Analogy Approach, etc.
1 heuristics- Referred to as shortcuts or rules of thumb that we often use to guide our
cognition levels. This involves using strategies suggested by prior experiences i.e. those
which we may have found to be certain in terms of their efficacy. There are 3 different types
of Heuristics called Availability, Anchoring & Adjustment and Representativeness Heuristics.
2 Algorithm -It is a step-by-step process for coming to a solution, this explains how one
strategically reaches towards a solution in a stepwise order. eg - they tried to look for
possible closest ans by trying combinations.
3 Hill climbing method strategy - in this type of problem-solving strategy one strategises
every step for solving a problem, they chooses something that is the closest to the solution,
and sometimes this can also go wrong in the beginning.
4 Means- end -analysis -in this type of problem-solving strategy the end goal is to break the
entire code, the person will make sub-goals - eg try to break down the end goal into parts,
solve two attain it and move to the next until u reach the final end goal.
5- Analogy approach - In this type of problem-solving strategy a person uses a particular
strategy and solves this by using the old problem-solving methods to solve a new problem
that has been raised.
⭐
code is deciphered.
⭐⭐
- Following each trial, I will provide feedback – 1 star will be awarded for correctly
identifying a digit, while 2 stars will be granted for accurately placing a digit
within the hidden code. Participants are expected to progress while considering the
feedback provided after each trial. The game concludes once all the digits in the
code are correctly identified in their respective positions.If the concept is clear, then
can we commence?
8. The setting for experimenting - The setting chosen for experimenting was a well-lit and
ventilated room, with already placed materials which will be required for the experiment
conduction including a pen and a paper after the participant had properly sat for the
experiment, they explained the instructions, how they will need to find a five-digit code and I
will be giving him feedback in every step to guide him with the number of stars for getting the
final code.
9.Experiment Conduction procedure- After approaching various people of my University,
chosen on a random basis for the experiment. For the first stage of rapper formation, they
have an introduction and explain the purpose behind approaching the participants was
revealed after a few minutes of building rapport, by asking their name course and what
interesting hobbies than in the second phase of rapport formation he was explained about
the procedure and instructions for the experiment and the queries for solved and address.
Hardik Pandya going on the number of trials and the time taken was recorded while
instructing the feedback, completion of the experiment as a participant was able to break the
food correctly, he was asked to write an introspective report, for explaining how he felt during
the experiment.
10. Observations - Observation drawn from the introspective report is that the participant had
fun and was excited with the experiment, at first he used random guessing, then divided the
code into sub-units or we can call this subgoal hence he used the method of means-end
analysis) and then he eliminated all the options for getting the right code. (the hill climbing
method).for this h took 5 minutes and 5 trials.
11. Raw data table - picture of page
AGE 20
Average no. of trials taken by the Heuristic strategy, Hill- Climbing strategy
participants and Means end analysis stratergy
- If we have a careful observation towards the group data, we can see them using
various problem-solving strategies, but there are 3 strategies which was being used
by the majority of the group namely, Heuristics, Hill CClimbing and Means and
analysis. The average time based on group data was 6 minutes 35 seconds for each
participant along with it, they took around 5.13 average no. of trials to crack the code
of the code-breaking problem.
Conclusion - As per the Individual participant data, the person took 5 trials to find the original
code and according to the analysis he used means and analysis along with the Hill Climbing
method, in some trials. According to the group data which consisted of the participants falling
under the range of 19-22 years, 5.13 was the average number of trials done by all
participants and the average no. Of time taken is between 6 minutes 35 seconds.
- After we combined both of these data, We observed the strategies that the
participants most commonly used during these experiments including the Hill
Climbing Method, Means and Analysis and Heuristics. However, this is subject to
individual differences and may vary across the participants as every individual has a
differing cognition level and thinking abilities which helps them to decide the different
methods that they would be using to solve the code. The participants' introspective
reports varied just like their experiences while doing this, from feeling excited to
anxious about what kind of problem would be given to them and whether would they
be able to solve it.
References -
1. Indeed Editorial Team. (n.d.). Types of thinking (and how to find out what type of thinker
you are). Indeed Career Guide.
2. Leverage Edu. (n.d.). Thinking class 11 psychology notes. Leverage Edu.
3. National Council of Educational Research and Training (NCERT). Psychology: Textbook
for Class XI. NCERT.