Designing An E-learning Module to Develop Problem-Solving Abilities Consistently and Independently Using Various Content
Abstract: Matsuda (2015) proposed the Warp and Woof Model of problem-solving by integrating various competencies defined as 21st-century skills. His team developed various instructional gaming materials in several subject areas and domains in order to provide metacognitive and informed instructions of the model and to guide and coach practical use of the model in each problem. Although these materials were developed independently, this study developed an e-learning module that can be embedded into various existing gaming materials to instruct the Warp and Woof Model consistently and independently using different content. To that end, in this article, we formulate a method for instructing the model step-by-step. Moreover, we develop a sample module for conducting practical lessons in order to examine its educational effects on a cyber-ethics course taught in high school.
Presider: Annabell Bils, FernUniversität in Hagen