Utilisant le champ des mathematiques et la programmation LOGO comme exemples, cet article alimente le dossier des recentes etudes sur l'apprentissage et sur l'enseignement qui ont demarrea la recherche d'une base de savoir raisonnablement susceptible de developper des situations d'apprentissage tres performant dans le domaine des acquisitions d'aptitudes a resoudre les problemes. Les composantes de ces dernieres sont brievement decrites et il est montre que les pratiques courantes d'apprentissage pour les transmettre aux etudiants ont failli. Il est avance que cet echec est largement du fait que l'enseignement n'est pas programme en fonction des caracteristiques de base des processus d'apprentissage effectif. Quelques caracteristiques majeures sont alors decrites, focalisant sur la nature de l'elaboration et du contexte de ces processus d'acquisition. Enfin une etude LOGO est decrite dans laquelle l'essai fut tente de designer une situation d'apprentissage tres performant. Quelques reflexions critiques dans la section finale font le point sur les besoins d'une recherche continuelle.
Using the fields of mathematics and LOGO programming as examples, this paper documents the claim that recent research on learning and instruction has started to produce a reasonably sound knowledge base for the development of powerful learning environments for the acquisition of problem-solving skills. The components of skilled problem solving are briefly described, and it is shown that current educational practices fail to achieve them in students. It is argued that this failure is largely due to the fact that instruction is not designed in accordance with basic characteristics of effective learning processes. A few major characteristics are then described, focusing on the constructive and contextualised nature of such acquisition processes. A LOGO-study is then reported, in which an attempt was made to design a powerful learning environment. Some critical reflections in the final section point to the need for continued research.
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