• Title/Summary/Keyword: Cognitive Language

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Activation Differences of Superior Parietal Lobule and Cerebellum Areas While Inferring Geometrical Figures per Intellectual Category in Adolescents (도형 과제 수행 때 나타나는 청소년의 지능별 대뇌 및 소뇌의 활성도 차이 분석)

  • Kim, Ye Rim
    • Journal of Gifted/Talented Education
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    • v.23 no.5
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    • pp.637-648
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    • 2013
  • The relationship between the cerebral cortex and human intelligence has been studied using various methods, and related brain areas involved in intellectual manifestation have been discovered individually. Such studies have also shown the cerebellum is closely involved in various cognitive functions such as language, memory, and information processing. However, studies showing an activity difference between the cerebral cortex and cerebellum when performing specific tasks are hard to find. This study searched and analyzed the active regions of the cerebral cortex and cerebellum seen while performing the inference of geometrical figures. A WAIS intelligence test was conducted using 81 healthy boys (16.3 years of age on average), and five categories were classified. While performing the inference of shapes, their brain images were taken using functional magnetic resonance imaging (fMRI). As a result, the activity in 12 brain regions was observed, including in the cerebral cortex, the bilateral inferior parietal, the visual cortex, bilateral superior parietal, frontal-Inf-Tri-R, and bilateral caudate, while activities in 5 discrete areas were seen in the cerebellum. In particular, the higher the intelligence (IQ) of the subject, the stronger their activity. Among those with the most superior intelligence, subjects with an IQ of 140-147 showed significantly higher activity compared to the other groups. Such results seem to represent a very high utilization of intelligence in a highly gifted group, and we can expect to use this to determine the super gifted.

Analysis of the Earth Science Vocabularies Used in the 11th Grade Science Textbooks (지구과학 I 교과서 어휘 등급 분석 - 살아있는 지구 단원을 중심으로-)

  • Im, Young-Goo;Park, Hye-Jin;Lee, Hyonyong;Kim, Taesu;Oh, Heejin
    • Journal of Science Education
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    • v.32 no.2
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    • pp.87-102
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    • 2008
  • The purposes of this study were to analyze vocabularies used the section of 'Living Earth' in 11-grade Earth science textbooks with the Science Word Analysis (SWA) program and to investigate the vocabularies selected by the 11th grade students as difficult ones. For the purpose, we extracted the Earth science vocabularies from six textbooks, and classified into the scientific and non-scientific vocabularies with SWA program based on the standard Korean language dictionary. Also, we investigated the difficulty of each vocabulary by using questionnaire to three hundred sixty students. From the results analyzed with the program, it was found that the frequency of the scientific vocabularies out of the level was the largest any other level in all textbooks. And from the survey, most of the vocabularies selected by students as difficult to understand were classified into out of the level. From these results, it were suggested that the students' cognitive level should be considered in developing science textbooks and difficult vocabularies should be replaced to easy ones within the limits of changeless in the meanings.

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Actual Condition of Teenagers' Computer Game Addiction and It's Influence on their Personality (청소년의 컴퓨터 게임 중독 실태와 인성에 미치는 영향)

  • Ahn, Seong-Hun;Jang, IL-Young
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.447-459
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    • 2007
  • Recently, the use of computer game by Korean teenagers is rapidly growing due to the expansion of the computer popularization and the development of game industry. Of all the teenagers, 82.4% have experience of playing computer game and statistics shows that 22.4% of them play everyday. There is an opinion that the computer game not only improves self confidence and concentration but also enhances internet use, foreign language usage and cognitive ability so that it accelerates learning efficacy and releases stress. On the other hand, there also exists a negative opinion on the symptoms of its addiction. Young(1996) warns that like other addictions, computer game addiction can provoke social problems such as loss of control, desire, marriage problem, schoolwork failure, financial deficiency and loss of employment. Therefore, this study has investigated how computer game addiction affects teenagers' personality. For this purpose, I have conducted the research on the reality of teenagers'computer game use, computer game addiction assessment, analysis on the difference between male and female, and on the relation between the level of computer game addiction and teenagers' personality. As a result, it is confirmed that the computer game addiction affects negatively to teenagers' personality such as stability, self-controlling, perceiving emotion, expressing emotion and controlling emotion.

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A Study on Important Problem Features of Hospitalized Senile Dementia Patients (시설에 있는 치매노인의 주요문제특성에 대한 기초 연구)

  • Kim, Hyun-Jun;Lee, Hang-Woon;You, Ji-Hae;Choi, Mi-Hyun;Eom, Jin-Sup;Lee, Jeong-Whan;Tack, Gye-Rae;Chung, Soon-Cheol
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.373-381
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    • 2007
  • The purpose of this study was to extract important problem features for care of senile dementia patients. Selected cognitive ability test (Korean Mini-Mental State Examination: K-MMSE) and survey of basic & problem characteristics were conducted on 110 hospitalized senile dementia patients and 30 normal subjects. Problem features of senile dementia patients were extracted using factor analysis. The frequency difference of problem features due to the gender and dementia severities was verified using one-way ANOVA. Twenty problem features were extracted by the factor analysis. According to the gender, there are significant differences in the frequency of problem features in violent language & confabulation, collecting behavior, and repetitive behavior. According to the dementia severities, there are significant differences in the frequency of all problem features except abnormal sexual behavior and audio-visual disorder. The result of this study is expected to be used for the development of the senile dementia patients' life-care monitoring system.

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EEG Study for the Effects of Mouth Breathing on Brain Functions (구강 호흡이 뇌기능에 미치는 영향에 관한 EEG 연구)

  • Lee, Kyung-Jin;Lee, Song-Yi;Park, So-Young;Jang, So-Ra;Kang, Chang-Ki
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.119-126
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    • 2016
  • In this study, we investigated the effects of mouth breathing on brain activity through electroencephalogram (EEG). EEG was performed on 12 healthy volunteers of age ranging from 21 to 27 years (male: female = 6:6, non-smoker). Brain waves on resting state (Rest_N/Rest_M) and auditory-language stimuli state (Eng_N/Eng_M) were recorded during mouth and nose breathing. Four different regions (R1~R4) were classified based on the brain functionality. And each channel (e.g., Pf1 and Pf2) and frequency (${\alpha}$, ${\beta}$, ${\gamma}$, and ${\theta}$) were analyzed using their absolute power ratios of fast Fourier transform (FFT). The results showed that there was no significant difference between Rest_N and Rest_M. Eng_N had significantly higher brain activity than Rest_N; on the other hand, there was no significant difference between Rest_M and Eng_M. These results demonstrate that mouth-breathing on resting state does not induce any significant effects on brain activity and/or functionality, even though it causes subtle temporary inconvenience. In addition to the uncomfort, the brain activity can be adversely influenced by mouth-breathing, which could lower the cognitive skills under certain circumstances.

An Analysis of the Effects of Teaching Mathematics Underachievers by the Principles of Cognitively Guided Instruction (인지적으로 안내된 교수 원리를 적용한 수학학습부진아 지도 효과 분석)

  • Kim, Ji-Hye;Oh, Young-Youl
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.789-806
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    • 2010
  • As calls for more attention toward social minority group increases in our society recently, in the field of mathematics education more attention toward an issue about mathematics underachievers is being amplified. Thus, the present study is to examine the effects of teaching method considering students' cognitive characteristics on mathematical underachievers' problem solving and mathematical disposition. For this study, 10 fifth graders identified as mathematical underachievers based on the results of the national level diagnosis assessment and school based assessment were voluntarily selected from an elementary school in Seoul. The results of this study found out the fact that students participating in this program improved in terms of an ability both to solve problems in various ways and to explain an process of problem solving using spoken or written language and drawings. In addition, learning environment respecting students' own mathematical ideas seems to positively influence students' attitudes toward mathematics learning and mathematical dispositions. Furthermore, this study pointed out that mathematical underachievers tend to have difficulty in expressing their own mathematical thinking by reason of linguistic limitation. Finally, the findings of this study imply that for effective teaching of mathematics underachievers, these students' own informal experience and knowledge about mathematics as well as their characteristics regarding learning difficulties should be strongly considered.

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The Influence of Learning App Inventor Programming of LT Collaborative Learning based on Children's Motivation (LT 협동학습 기반의 앱 인벤터 프로그래밍 교육이 초등학생들의 학습 동기에 미치는 영향)

  • Jeon, SeongKyun;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.1-9
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    • 2015
  • Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.

Assessment of Physical Activity, Activity Coefficient of Preschool Children and Actual Condition of Daycare Center Outdoor Play (미취학아동의 1일 활동량, 활동계수 평가 및 유아보육시설의 실외놀이 실태)

  • Kim, Jae-Hee;Kim, Eun-Kyung
    • Korean Journal of Community Nutrition
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    • v.14 no.6
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    • pp.777-788
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    • 2009
  • The purpose of this study was to assess physical activities and activity coefficient of preschool children and was to give some concrete information to activate outdoor play and to probe the suggestions to activate outdoor play. 42 preschool children (17 boys and 25 girls) were included. Body weight and height were measured and one-day activity diaries were collected by interviewing with their parents and kindergarten teachers. To measure physical activity during outdoor play, this study was researched the current conditions and content of outdoor play activity in daycare centers, and teacher's perceptions of that outdoor play. The average age of the subjects was 5.0 years. Average height, weight, body fat and body muscle of subjects were 108.9 cm, 18.9 kg, 17.7% and 26.8%, respectively. The subjects spent about 10 hours 39 minutes sleeping; 4 hours 16 minutes personal hygiene and computer working. They spent 88.2% of 24 hours (one day) in "very light activities" and 11.3% in "light activities". Activity coefficient (1.34) of weekday was significantly higher than that of weekend (1.21). And in this study, it was found that most of daycare centers (87.7%) have outdoor play space, 95.2% of them were garden. The teachers recognized that have a outdoor play frequency everyday (48%), three or four times (46%) in a week but they have three or four times (38%), one or two times (30%) because of various indoor program. Also, they recognized that have a outdoor play expending time 21-30 minutes (48%), 31-40 minutes (26%) but they have 21-30 minutes (64%). They answered that have frequency and expending time less than their recognition of outdoor play. Most of daycare center teachers perceived outdoor play to be as important as indoor play, and the teachers believed outdoor play supports children's physical, cognitive, social, and language development. The results of this study may be used to utilize as a basic data for estimate physical activity for preschool children and developed that exercise program to increase physical activity of daycare center outdoor play.

Discourse Deixis and Anaphora in Slavic Languages (슬라브어 담화 직시와 대용)

  • Chung, Jung Won
    • Cross-Cultural Studies
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    • v.45
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    • pp.381-431
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    • 2016
  • This paper deals with Slavic discourse deixis comparing Russian, Polish, Czech and Bulgarian demonstrative and personal pronouns. In general, the Slavic proximal pronouns have precedence over the distal ones. Proximal pronouns, such as Russian eto, Polish to, and Bulgarian tova, are employed more frequently and widely than their distal counterparts to, tamto and onova. The distance-neutral pronoun to in Modern Czech was also a proximal pronoun in the past. These Slavic proximal and former-proximal pronouns function as a discourse deixis marker, whereas, in most other languages, the discourse deixis is mainly a function of distal or non-proximal demonstrative pronouns. However, the Russian, Polish, Czech, and Bulgarian discourse deixis differs in distal demonstrative and personal pronouns. In general, the Polish and Czech discourse deixis does not employ the distal demonstrative pronoun tamto or the personal pronoun ono. The Russian distal demonstrative pronoun to is actively used as a discourse deixis marker, and the personal pronoun ono can also be used to refer to the preceding discourse, though it is not frequent. In Bulgarian the distal demonstrative pronoun onova is rarely used to refer to a discourse, but the personal pronoun to frequently indicates a discourse that is repeatedly referred to in a text. The discourse deixis, which is a peripheral deixis and can be both deixis and anaphora, reveals different characteristics in different Slavic languages. In Russian, where all of the proximal, distal, and personal pronouns function as a discourse deixis marker, the deixis itself plays a crucial role in distinguishing these three pronouns from each other, revealing the speaker's psychological, emotional, temporal, and cognitive proximity to or distance from a given discourse. In Bulgarian, the most analytic Slavic language, the personal pronoun is used more as a discourse deixis marker to reveal the highest givenness of a discourse, and it seems that Bulgarian discourse deixis is more anaphoric than the other Slavic discourse deixis is.

A Study on Building Knowledge Base for Intelligent Battlefield Awareness Service

  • Jo, Se-Hyeon;Kim, Hack-Jun;Jin, So-Yeon;Lee, Woo-Sin
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.11-17
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    • 2020
  • In this paper, we propose a method to build a knowledge base based on natural language processing for intelligent battlefield awareness service. The current command and control system manages and utilizes the collected battlefield information and tactical data at a basic level such as registration, storage, and sharing, and information fusion and situation analysis by an analyst is performed. This is an analyst's temporal constraints and cognitive limitations, and generally only one interpretation is drawn, and biased thinking can be reflected. Therefore, it is essential to aware the battlefield situation of the command and control system and to establish the intellignet decision support system. To do this, it is necessary to build a knowledge base specialized in the command and control system and develop intelligent battlefield awareness services based on it. In this paper, among the entity names suggested in the exobrain corpus, which is the private data, the top 250 types of meaningful names were applied and the weapon system entity type was additionally identified to properly represent battlefield information. Based on this, we proposed a way to build a battlefield-aware knowledge base through mention extraction, cross-reference resolution, and relationship extraction.