SelfEFfficacyModel_3
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WHAT IS IT?
The Self-Efficacy Model is an interactive model in a program to teach educational leaders about self-efficacy that allows users to simulate task performance and self-efficacy updates by constructing individual students with modifiable trait levels and manipulating student and environmental variables. The program is designed to introduce users to increasing complex models of self-efficacy that progressively incorporate more and more input factors that contribute to the development of self-appraisals. Each model consists of a visualization screen that represents students as individual agents (accompanied in some cases by an adult _elper_, as well as a set of sliders that allow the user to change environmental or agent-based variables to modify the observed behavior. The students will dynamically move horizontally across the screen as their self-efficacy values shift. Leaders who use engage with the SEMP program should be empowered to identify factors in their own environments that can be either detrimental or advantageous to improving their students_self-efficacy judgments, improving the lives of young children and the people around them.
This model is the third of five models. Model 3 has all of the features of Model 2, but introduces the presence of environmental distraction and the presence of supplemental resources.
HOW IT WORKS
Steps/Rules in "Perform Task/Update Efficacy" - When the user click the "perform task/update efficacy" or "perform/update x100" button, these are the processes that take place and the rules and factors that govern them.
1) Distraction incorporation _This process directly reduces student self-efficacy according to the _istraction level_(an environmental attribute representing disturbances such as noise or detracting, unclean surroundings) multiplier by the _istraction effect_value (a world attribute) (Gist & Mitchell, 1992).
a. The _istraction effect_slider allows the user to modify the impact that distraction has on self-efficacy based on their own conceptions of how those factors interact.
2) Effort Update _This process modifies the students_effort expenditure level according to their self-efficacy level.
a. If the student has a high perception of task difficulty AND a high level of self-efficacy, the student receives a boost in effort expenditure based on the world attribute value of _erceived Difficulty Effect._If the student has a low perception of task difficulty AND a low level of self-efficacy, the student receives a reduction in effort expenditure (Bandura, 1982).
b. This effect is also multiplied by the world attribute _fficacy Bonus;_this variable can be changed to a value between 0 and 1 through the slider present in the interface. This allows the user to modify the impact that efficacy has on effort based on their own conceptions of how those factors interact.
3) Outcome determination _This process results in either a success or a failure for the student on a single trial, dependent on whether the task difficulty value is greater than a randomly-generated value bounded by effort expenditure plus a randomly-generated value bounded by ability level, plus a temporary resource bonus (representing the presence of supplemental resources, material and relational, such as books, computers, supplies, or peer assistance).
a. _ask difficulty_is a task attribute that can modified through a slider present in the interface. This attribute can be changed after a single task performance or during a run and will dynamically affect the environment.
b. The temporary resource bonus is determined by subtracting the amount of resources available from the amount of resources required to complete the task, multiplied by the _esource effect_slider present in the interface. If there are more resources required than are present in the environment, this reduces the likelihood that the student will succeed on a task; if there are more resources present than what is required to complete the task, this increases the likelihood that the student will succeed.
c. The formula for determining the outcome is a simplistic view on performance. It views effort and ability as the main factors contributing to actual performance success, as it relates to the level of difficulty a student is encountering. The element of randomness is added because every trial on a task is not necessarily equal, but there is a probability that the outcome will be the same given the value of the factors.
d. After each task performance, the patch on which the student is standing will change color: green to represent a success, or red to represent a failure. Because students will _erform_over the same patches many times, the color of the patch will subsequently lighten for successes or darken for failures if the patch has already been _erformed_on.
e. The randomness of task performance can be turned off through the _andomness_switch present in the interface.
4) Determine chance of automatic processing / Change efficacy level _This step is where the students update their efficacy levels according to the outcome on their last performance: increase efficacy after a success or decrease efficacy after a failure. This efficacy change is dependent on chance of automatic processing: the more experience the student has on the task, the more likely the student is to make _utomatic_judgments about efficacy based on past performance (Gist & Mitchell, 1992). If the student is new to the task, there is a higher chance that the student will incorporate other factors to make judgments about efficacy.
a. If a student has failed on a task AND holds an _ntity_view of intelligence, his self-efficacy value is additionally reduced by the value set on the _OI-strength_slider present on the interface (Dweck & Leggett, 1988; Wood & Bandura, 1989).
5) Ability update _This process increases the student_ ability on the task if the student successfully performed the task.
a. The level of ability increase is determined by the world attribute _earning Bonus;_this variable can be changed to a value between 0 and 1 through the slider present in the interface. This allows the user to modify the impact that success has on ability based on their own conceptions of how those factors interact.
b. If the student has a high perception of task difficulty AND a high level of self-efficacy, the student receives a boost in ability based on the world attribute value of _erceived Difficulty Effect._If the student has a low perception of task difficulty AND a low level of self-efficacy, the student receives a reduction in ability (Bandura, 1982).
6) Experience update _This process increases the students_experience value after having performed on the task
7) [Plotting] _After all of the values have been updated after a performance, the values will be plotted for each student on the Self-Efficacy, Ability-Level, Effort-Expenditure, and Outcomes plots.
a. The Self-Efficacy, Ability-Level, and Effort-Expenditure plots represent the students_values (0 to 100) on the y-axis and time (in performances) on the x-axis
b. The Outcomes plot charts the aggregate difference between successes and failures on the y-axis and time (in performances) on the x-axis. That is, a value of 30 represents the student has 30 more successes than failures, whereas a value of -30 represents the student has 30 more failures than successes.
HOW TO USE IT
Import Student List
This button allows the user to select a student list created using the Student Setup tool. Once a list is selected, all of the students, helpers, and their values will be imported for use in the present model.
Perform task/update efficacy button
This button simulates a single task trial for all students.
Perform/update x100
This button simulates 100 subsequent trials of performance for all students.
Update Student/Helper
These buttons allow the user to pick a student (represented by a number mapping to the order in which the student was created) and change the students' (or helpers') initial values for the current model only. This update WILL NOT change the students_values that are coded in the student list file. The user has the option to modify starting self-efficacy, starting effort expenditure, or starting ability level.
See Student Attributes
Clicking this button will provide a list of attribute values for the student currently selected in the Student Number box. This list will appear in the command prompt, and represents the most recent values for that student; these values will likely change after a single performance. This button can be extremely helpful to see what level students start at, or to get a better idea of some of the attribute values that are not represented in the plots.
Reset/Clear
The _eset_button will reset all student values back to the values present in the student list file (or to the values modified through the update student button), including task experience and outcome totals. The _lear_button will remove all students from the screen and allow the user an opportunity to import a different student list.
THINGS TO NOTICE
Which variable is most directly impacted by distraction? Try some runs where distraction is present and where the distraction level is 0. Observe the plots. What happens? How do you think your students view of a task changes when they are in a room with lots of talking or loud music?
What is the interaction between the resources required to complete a task and the resources available in the environment? What variable is affected when these levels are different? Think about how a student views an online research assignment when the student does not have a computer at home.
THINGS TO TRY
EXTENDING THE MODEL
NETLOGO FEATURES
RELATED MODELS
StudentSetup.nlogo
SelfEfficacyModel_1.nlogo
SelfEfficacyModel_2.nlogo
SelfEfficacyModel_4.nlogo
SelfEfficacyModel_5.nlogo
CREDITS AND REFERENCES
Comments and Questions
globals [avail-resources env-responsiveness distraction efficacy-level-list task-counter zero-se one-se variable-list feedback-counter next-color student-num student-num-counter helper-num-counter temp-list] breed [students student] breed [helpers helper] students-own [init-self-efficacy-level self-efficacy-level init-effort-expend effort-expend persev perc-task-diff perc-avail-resource perc-outcome student-perf-outcome init-ability-level ability-level TOI task-significance init-task-experience task-experience outcome-history outcome-totals temp-resource-bonus effort-attrib ability-attrib luck-attrib effort-feedback? ability-feedback? helper-num who-helping? my-name] helpers-own [persuasion modeling evaluation perf-outcome competitor? self-efficacy-level other-efficacy-level feedback-strength feedb-type] to clear clear-all end to show-traits ask student student-number [show (list word "Self Efficacy Level: " self-efficacy-level word "Effort Expenditure: " effort-expend word "Ability Level: " ability-level word "Perceived Task Difficulty: " perc-task-diff word "Theory of Intelligence: " TOI word "Perceived Resources Available: " perc-avail-resource word "Task Significance: " task-significance word "Task Experience: " task-experience word "Effort Attribution: " effort-attrib word "Ability Attribution: " ability-attrib word "Luck Attribution: " luck-attrib word " Successes: " first bf outcome-totals word "Failures: " first outcome-totals )] end to import-students file-open user-file create-students file-read [set shape "person student" set size 10 set outcome-history [] set heading 180] ; create-helpers file-read [set shape "person graduate" set size 10 set heading 180] while [NOT file-at-end?] [give-attributes] file-close startpos make-student-pens end to give-attributes let current-attributes file-read ask student item 1 current-attributes [set init-self-efficacy-level item 2 current-attributes set self-efficacy-level item 2 current-attributes set init-ability-level item 3 current-attributes set ability-level item 3 current-attributes set init-effort-expend item 4 current-attributes set effort-expend item 4 current-attributes set perc-task-diff item 5 current-attributes set TOI item 6 current-attributes set perc-avail-resource item 7 current-attributes set task-significance item 8 current-attributes set init-task-experience item 9 current-attributes set my-name item 13 current-attributes set color who * 20 + 5 set label my-name set outcome-history [] set temp-resource-bonus 0 set ability-attrib 0 set effort-attrib 0 set luck-attrib 0 set outcome-totals [0 0] if item 10 current-attributes [hatch-helpers 1 [set shape "person graduate" set size 10 set heading 180 create-link-from myself [tie] set modeling item 12 current-attributes set feedback-strength item 11 current-attributes setxy ([xcor] of myself + 5) [ycor] of myself set label ""]]] end ;attribute-list order ;0: who OR "helper" ;1: student-num OR who ;2: self-efficacy-level OR helper-num ;3: ability-level OR who-helping? ;4: effort-expend OR modeling ;5: perc-task-diff OR feedback-strength ;6: TOI ;7: perc-avail-resource ;8: task-significance ;9: task-experience ;10: has-helper? ;11: helper-feedback-strength ;12: helper-modeling-strength ;13: my-name to experience-update set task-experience task-experience + 1 if task-experience > 100 [set task-experience 100] end ;to-report has-helper? ; report any? out-link-neighbors ;end ; ;to-report my-helper? ; if has-helper? ; [report one-of out-link-neighbors] ;end ; ;to receive-feedback ; ifelse feedback-counter = feedback-frequency ; [if effort-feedback? = true ; [set effort-attrib effort-attrib + 1 ; set luck-attrib luck-attrib - .5] ; if ability-feedback? = true ; [set ability-attrib ability-attrib + 1 ; set luck-attrib luck-attrib - .5] ; if who + 1 = count students ; [set feedback-counter 1] ; [set feedback-counter feedback-counter + (1 / count students)] ; min-max-attrib-correct ;end to-report chance50? report random 10 > 4 end to-report deep-process-chance report random 101 > task-experience end to-report automatic-process-chance report random 101 < task-experience + 50 end ;to helper-impact ; if has-helper? AND chance50? ; [let helper-modeling [modeling] of my-helper? ; if helper-modeling < 50 ; [set self-efficacy-level self-efficacy-level + ((helper-effect * (helper-modeling - 50)) / 16)] ; if helper-modeling > 50 ; [set self-efficacy-level self-efficacy-level + ((helper-effect * (helper-modeling - 50)) / 16)]] ;end to min-max-attrib-correct if luck-attrib < 0 [set luck-attrib 0] if luck-attrib > 100 [set luck-attrib 100] if effort-attrib < 0 [set effort-attrib 0] if effort-attrib > 100 [set effort-attrib 100] if ability-attrib < 0 [set ability-attrib 0] if ability-attrib > 100 [set ability-attrib 100] end to effort-update if perc-task-diff - 50 > 0 AND self-efficacy-level - 50 > 0 [set effort-expend effort-expend + perceived-difficulty-effect] if perc-task-diff - 50 < 0 AND self-efficacy-level - 50 < 0 [set effort-expend effort-expend - perceived-difficulty-effect] set effort-expend effort-expend + ((efficacy-bonus * (self-efficacy-level - 50) / 8)) if effort-expend < 0 [set effort-expend 0] if effort-expend > 100 [set effort-expend 100] end ;to make-attributions ; ifelse ability-attrib >= effort-attrib ; [ifelse first outcome-history = 1 [increase-eff-level 1] ; [decrease-eff-level 1]] ;ending of actions when attribution = ability ; [ifelse first outcome-history = 1 [increase-eff-level 1] ; [set effort-expend effort-expend + (effort-attrib * attribution-effect)] ; if (has-helper? AND [feedback-strength] of my-helper? > 50) AND perc-task-diff < 50 ; [set self-efficacy-level self-efficacy-level - ; helper-effect * ((([feedback-strength] of my-helper? - 50) + (50 - perc-task-diff)) / 4)] ; ] ;should this be proportional to difficulty of task? put back in actual task-difficulty? ; if self-efficacy-level > 50 AND first outcome-history = 0 AND random 10 > 4 [set luck-attrib luck-attrib + 1] ; min-max-attrib-correct ;end to ability-update if perc-task-diff - 50 > 0 AND self-efficacy-level - 50 > 0 [set ability-level ability-level + perceived-difficulty-effect] if perc-task-diff - 50 < 0 AND self-efficacy-level - 50 < 0 [set ability-level ability-level - perceived-difficulty-effect] if student-perf-outcome = 1 [set ability-level ability-level + learning-bonus] if ability-level > 100 [set ability-level 100] if ability-level < 0 [set ability-level 0] end to distraction-impact set self-efficacy-level self-efficacy-level - (distraction-level * distraction-effect) if self-efficacy-level < 0 [set self-efficacy-level 0] end to resource-impact set temp-resource-bonus temp-resource-bonus + (resource-effect * (resources-available - resources-required)) end to perform-task ;; button that simulates trial at a task, yielding outcome and efficacy update ask students [ distraction-impact resource-impact effort-update outcome-formula p-color-change ; receive-feedback ; if deep-process-chance [make-attributions] ; if deep-process-chance [helper-impact] if automatic-process-chance [change-eff-level] ability-update experience-update] set task-counter task-counter + 1 end to change-eff-level ifelse student-perf-outcome = 0 [decrease-eff-level 1] [increase-eff-level 1] end to increase-eff-level [num] if NOT (self-efficacy-level = 100) [set self-efficacy-level self-efficacy-level + num if self-efficacy-level > 100 [set self-efficacy-level 100] if self-efficacy-level < 0 [set self-efficacy-level 0] set xcor self-efficacy-level - 50] end to decrease-eff-level [num] if NOT (self-efficacy-level = 0) [set self-efficacy-level self-efficacy-level - num if TOI = "Entity" [set self-efficacy-level self-efficacy-level - toi-strength] if self-efficacy-level < 0 [set self-efficacy-level 0] if self-efficacy-level > 100 [set self-efficacy-level 100] set xcor self-efficacy-level - 50] end to p-color-change ifelse [pcolor] of patch-here != 0 [ifelse first outcome-history = 1 [ask patch-here [set pcolor pcolor + 1 ask neighbors [set pcolor pcolor + 1]]] [ask patch-here [set pcolor pcolor - 1 ask neighbors [set pcolor pcolor - 1]]]] [ifelse first outcome-history = 1 [ask patch-here [set pcolor 65 ask neighbors [set pcolor 65]]] [ask patch-here [set pcolor 15 ask neighbors [set pcolor 15]]]] end to change-outcome-totals ifelse first outcome-history = 1 [set outcome-totals replace-item 1 outcome-totals (first bf outcome-totals + 1)] [set outcome-totals replace-item 0 outcome-totals (first outcome-totals + 1)] end to-report outcome-agg report (first bf outcome-totals) - (first outcome-totals) end to outcome-formula ifelse randomness = true [ifelse task-difficulty > (random ability-level + random effort-expend + temp-resource-bonus) [set student-perf-outcome 0] [set student-perf-outcome 1] set temp-resource-bonus 0] [ifelse task-difficulty > (ability-level + effort-expend + temp-resource-bonus) ;;should this be halfed (average) or maximum? [set student-perf-outcome 0] [set student-perf-outcome 1] set temp-resource-bonus 0] set outcome-history fput student-perf-outcome outcome-history change-outcome-totals end to go perform-task efficacy-plot effort-plot outcomes-plot ability-plot end to go-100 repeat 100 [go wait .05] end to startpos ask students [setxy (self-efficacy-level - 50) (who * 10 - 5)] end to make-student-pens ask students [set-current-plot "Effort Expenditure" create-temporary-plot-pen my-name set-plot-pen-color (who * 20 + 5)] ask students [set-current-plot "Outcomes" create-temporary-plot-pen my-name set-plot-pen-color (who * 20 + 5)] ask students [set-current-plot "Self-Efficacy" create-temporary-plot-pen my-name set-plot-pen-color (who * 20 + 5)] ask students [set-current-plot "Ability Level" create-temporary-plot-pen my-name set-plot-pen-color (who * 20 + 5)] end to reset ask students [set self-efficacy-level init-self-efficacy-level set effort-expend init-effort-expend set ability-level init-ability-level set outcome-history [] set temp-resource-bonus 0 set ability-attrib 0 set effort-attrib 0 set luck-attrib 0 set outcome-totals [0 0] set task-experience init-task-experience] clear-all-plots set task-counter 0 set feedback-counter 1 ask patches [set pcolor 0] startpos make-student-pens set next-color 5 end to min-max-correct ; if feedback-valence > 100 [set feedback-valence 100] if feedback-valence < 0 [set feedback-valence 0] ; if modeling-effectiveness > 100 [set modeling-effectiveness 100] if modeling-effectiveness < 0 [set modeling-effectiveness 0] if student-ability > 100 [set student-ability 100] if student-ability < 0 [set student-ability 0] if starting-efficacy > 100 [set starting-efficacy 100] if starting-efficacy < 0 [set starting-efficacy 0] ; if perceived-resources-avail > 100 [set perceived-resources-avail 100] if perceived-resources-avail < 0 [set perceived-resources-avail 0] if effort-expenditure > 100 [set effort-expenditure 100] if effort-expenditure < 0 [set effort-expenditure 0] if perceived-task-difficulty > 100 [set perceived-task-difficulty 100] if perceived-task-difficulty < 0 [set perceived-task-difficulty 0] ; if significance-of-task > 100 [set significance-of-task 100] if significance-of-task < 0 [set significance-of-task 0] ; if experience-on-task > 100 [set experience-on-task 100] if experience-on-task < 0 [set experience-on-task 0] ; if ability-attribution-feedback > 100 [set ability-attribution-feedback 100] if ability-attribution-feedback < 0 [set ability-attribution-feedback 0] ; if effort-attribution-feedback > 100 [set effort-attribution-feedback 100] if effort-attribution-feedback < 0 [set effort-attribution-feedback 0] end to update-student ; min-max-correct ask student student-number [ set init-self-efficacy-level starting-efficacy set init-effort-expend effort-expenditure set init-ability-level student-ability set self-efficacy-level starting-efficacy set effort-expend effort-expenditure set ability-level student-ability set TOI theory-of-intelligence set perc-task-diff perceived-task-difficulty ; set effort-feedback? effort-feedback ; set ability-feedback? ability-feedback set outcome-history [] set temp-resource-bonus 0 set ability-attrib 0 set effort-attrib 0 set luck-attrib 0 set outcome-totals [0 0] set heading 180] ;; reset end ;to update-helper ; ask turtle student-number [let helper? out-link-neighbor? turtle (student-number + 2) ; ifelse helper? = false ; [user-message "Sorry, that student does not have a helper to update."] ; [min-max-correct ; ask helper (student-number + 2) ; [set modeling modeling-effectiveness ; set feedback-strength feedback-valence]]] ;end to effort-plot set-current-plot "effort expenditure" ask students [set-current-plot-pen my-name plot effort-expend] end to efficacy-plot set-current-plot "self-efficacy" ask students [set-current-plot-pen my-name plot self-efficacy-level] end to outcomes-plot set-current-plot "outcomes" ask students [set-current-plot-pen my-name plot outcome-agg] end to ability-plot set-current-plot "ability level" ask students [set-current-plot-pen my-name plot ability-level] end
There is only one version of this model, created over 14 years ago by Jonathan Lesser.
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