• Title/Summary/Keyword: Learning Cognition

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Temperament by MBTI Personality Types, Learning Styles and Learning Strategies in Nursing Students (간호대학생의 MBTI 성격유형별 기질과 학습유형 및 학습전략)

  • Jang, Hyun-Jung;Kim, Myung-Ae
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.400-410
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    • 2014
  • The purpose of this study is to investigate temperament by MBTI personality types, learning styles and learning strategies in nursing students. The subjects of this study were 245 nursing students. The data were collected structured questionnaire including MBTI test, 42-items of learning styles and 25-items of learning strategies. According to correspondence with their ideas, the subjects were completed self reported items of 1-6points scale. According to the results, the highest personality type in subjects was ESFJ and the highest personality temperament type was SJ. The study results showed that there were significant difference among surface type, depth-type and performance-type by analyzing learning styles to each personality temperament. Learning strategies by personality temperament also were significant difference in a demonstration, elaboration, organization, and higher cognition. Based on the results of this study, it is necessary to develop and apply appropriate learning method and learning strategies for the individual.

A Study on the Relative Weights of the Components of Core Competence Based Learning Outcomes in STEAM (Science, Technology, Engineering Art, Mathematics) (융합인재교육에서 핵심역량 기반 학습성과 구성요소의 상대적 가중치 연구)

  • Park, Ki-Moon
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.239-258
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    • 2015
  • The purpose of this study is to provide basic data that can be used in a reasonable assessment of the learning outcomes of STEAM. It presented a learning outcome evaluation method, relative weights of key competencies standard that a learner should cultivate. For this study, a pairwise comparison questionnaire about the key competencies was conducted on the STEAM professionals, and AHP was applied to analyze the priority of main factors of key competencies. The results of this study are as follows. First, the importance of capabilities of convergence accomplishment and capabilities of convergent cognition, in the first layer of key competencies, were 39.4% and 36.8%, respectively. In the education evaluation of the STEAM, capabilities of convergence accomplishment and capabilities of convergent cognition showed similar level of importance, and were considered more important factor than capabilities of convergence attitude (23.8%). Second, the relative importance of capabilities of problem solving (20.0%) was highest in the second layer of key competencies, and followed by capabilities of creative thinking (18.3%), responsibility (15.3%), and understanding convergence knowledge (11.0%). Third, it will be a foundation of a competency evaluation, which reasonably evaluates, based on the relative weights, whether to accomplish educational objectives of the STEAM program In addition, this results is expected to become a guide to develop an education program that can improve the teaching and learning process and raise the learning outcome, as well as an education evaluation of the STEAM.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

메타인지와 그의 지리교육 적용

  • 임덕순
    • Proceedings of the KGS Conference
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    • 2002.11a
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    • pp.123-126
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    • 2002
  • 교수-학습 방법 발전이 필요하다는 논리와 관련해서 선진국들의 교육 추세를 눈여겨볼 필요가 있다. 첫째, 교육이라는 행위가 교사가 주도하는 교수(teaching, instruction)로부터 학생이 주도하는 학습 (learning)으로 바뀌어 가는 추세이고, 둘째, 학습에 있어서 자극-반응 모델에 기초한 반응에는 강조를 두지 않고 인지(cognition), 즉 지각과 사고를 강조하고 있는 추세이며, 셋째, 따라서 학생이 학습을 제대로 해 가는 데 필요한 여러 가지 방략(strategy), 가령 구성적 방략이나, 비고츠키 모델 등이 개발되거나 원용되고 때로는 기존 방략들(탐구적 방법, 문제해결 방법 등)이 재 강조되면서, 그 방략들이 학생들에게 유효하도록 가르쳐 지고 있는 실정이다.(중략)

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Mathematics Education and Constructivism (수학교육과 구성주의)

  • 이경화
    • Journal of Educational Research in Mathematics
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    • v.9 no.1
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    • pp.51-80
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    • 1999
  • The paper reviews of the constructivist view of mathematics and mathematics education. First of all, we shall study how mathematics has been treated as an object of cognition in philosophy or cognitive theories, what is changed in modern mathematics. It can lead us to understand the constructivist perspective on mathematics. Secondly, we will examine the view, the teaching and learning principles of mathematics education based on constructivism. Didactic transposition theory will be used as a frame of reference for this examination.

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A study on affective variables and the role of teacher in the foreign language learning (외국어 학습에 있어서의 정의적 요인과 교사의 역할)

  • Jung, Mi-Young
    • English Language & Literature Teaching
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    • no.1
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    • pp.129-157
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    • 1995
  • I made a careful study of affective variables in foreign language learning Affective variables have not been adequately investigated in the study of second language acquisition. Egoism and inhibition are two egocentric factors which play important roles in foreign language learning. Three sociocultural variables. cultural factors, introversion / extroversion, and aggression may be keys to understanding the social nature of second language learning. And the emerging of cognition and affect in "cognitive styles", which vary within and among individuals, might account for varying degree of success in learning a second language. In the process of learning English. the students new to foreign language come to face the language barrier. though they express the deep interest and feel excited at the beginning stage. Of course, the several reasons can explain this fact. but more specially they can be explained in terms of such personal affective factors as age, aptitude, personality, and first of all, motivation. Also the socicultural factors between language and culture can be considered to the learner's aptitude toward the language. Affective factors of students are involved in personality. and personality and affective factors affect English learning. Affective variables of students affect the will to take part in English learning, and the rate of participation in English learning affect the fluency. If students feel inconvenience in English class, it is rarely that they run a risk. Students who do not run a risk in English class are short of spontaneous participation Consequently, it may have negative influence on the accuracy and the fluency of English. Therefore, teachers must be more influential in motivating students and specially attentive so that the students may not make the negative and inhibitive language learning attitude.

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The role of positive emotion in education (교육에서의 긍정적 감성의 역할)

  • Kim, Eun-Joo;Park, Hae-Jeong;Kim, Joo-Han
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.225-234
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    • 2010
  • To investigate the role of positive emotion in education, we have reviewed the previous studies on positive emotion, learning and motivation. In the present study, we examined the definition of positive emotion, and influences of positive emotion on cognition, creativity, social relationship, psychological resource such as life satisfaction, and interactive relationship among positive emotion, motivation and learning. To investigate the role of positive emotion on motivation and learning more scientifically, we examined the recent results of neuroscience. In other words, we have reviewed diverse research on positive emotion, learning and motivation based on brain-based learning. We also examined the research of autonomy-supportive environment as the specific example of improving positive emotion. As one of the most effective methods for emotional education, we discussed brain-based learning, the new research field. As the future prospects, we discussed the implications, possibilities and limitations of brain-based learning.

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The Face Authentication Mechanism of Learner for the Efficient E-Learning (효율적인 이러닝을 위한 학습자 얼굴 인증 기술)

  • Jang, Eun-Gyeom;Kim, Gyoung-Bae
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.5
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    • pp.67-74
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    • 2010
  • E-learning technology which effectively supports the learning methodologies between students and professors and which provides location and time benefits to students is being researched now a days. However, E-learning classes produce bad effects comparing with offline classes in learning procedures including scholastic achievements. Bad effects of E-learning system could be proxy attendance, lack of concentration, and bad attitude of students. These environmental problems must be solved first to achieve the advantages of E-learning technology. To get rid of these problems, in this paper, we proposed a mechanism which provides effective learning progress by using face authentication method. This mechanism supervise the student by using real time face recognition which prevents proxy attendance, illegal activities, and student's absences.

Cognitive Mechanisms of Collaborative Learning and Technology Supports (협동학습의 인지적 기제와 테크놀로지의 지원)

  • Jeong, Heisawn
    • Korean Journal of Cognitive Science
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    • v.30 no.1
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    • pp.1-30
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    • 2019
  • The main goal of this paper is to understand the underlying cognitive mechanisms of collaborative learning and how it can be supported by technology. The paper first overviews changes in conceptions of learning and distinguishes different types of joint works including collaborative learning. Cognitive mechanisms of collaborative learning are examined in terms of resource pooling, facilitation of constructive activities, knowledge co-construction, and supports for monitoring and regulation. Socio-emotional mechanisms of collaborative learning moderate the directions and strengths of these cognitive mechanisms. Technology supports these mechanisms in a number of different ways. Seven major supports technology provides for collaborative learning are discussed. A deeper understanding of the cognitive mechanisms of collaborative learning can help us to harness the benefits of collaborative learning better and also to develop more sophisticated tools supporting collaborative learning.

Differences in Learning Strategies for High School Students by Cluster Type of Hope (고등학생의 희망 군집유형별 학습전략의 차이)

  • Kim, Jin-Cheol;Jang, Bong Seok
    • Journal of Industrial Convergence
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    • v.18 no.3
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    • pp.1-6
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    • 2020
  • The purpose of this study is to theoretically understand hope theory suggested by Snyder and confirm its utility in the school settings. We analyzed the survey data responded by general high school students to find clustering types of hope and mean difference of learning strategies by each type through ANOVA. Results are as follows. First, hope by cluster analysis resulted in four types. Second, hope and learning strategy showed statistically positive correlation. Especially two sub-variables of hope and meta-cognition had highest correlation. Researchers suggested the direction of a future study to investigate structural relation among hope profile, student achievement, adjustment, and etc.