• Title/Summary/Keyword: Learning Cognition

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Convergence Study between Helicopter Parenting, Critical Thinking Disposition, and Learning Competence of Nursing Students (간호 대학생 부모의 헬리콥터 양육과 간호대학생의 비판적 사고 성향, 학습역량의 융합연구)

  • Cho, Hae-ryun;Yim, So-Youn
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.501-507
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    • 2018
  • This study was conducted to identify a relationship between Helicopter Parenting, Critical thinking disposition, and Learning Competences of Nursing students. This was a descriptive analyzed study, data were collected from April 3 to 14, 2017, study subjects were 208 nursing students in nursing colleges located C and I city, using self-reported questionnaires. The results of the study showed the mean scores of Helicopter parenting and critical thinking were $73.94{\pm}13.88$, $113.30{\pm}12.33$. And learning motivation, cognition, behavior were consisted in learning competence, learning cognition (F=3.62, p=.014) and learning behavior (F=4.07, p=.008) were statistically significant differences in school score. Helicopter parenting and critical thinking were a significant negative relationship (r=-.14, p=.043), according to critical thinking of learning cognition (r=.43, p<.001) and behavior (r=.42, p<.001) were a significant positive relationship. Based on the results, they were taken a baseline data for developing a Parent-Parenting Education Program to enhance on critical thinking and learning competence of nursing students and a Clinical Nursing Empowerment Program.

Cognitive Development Evaluation of Haptic Puzzle Game Using a Haptic Pen (촉각펜을 이용한 햅틱 퍼즐게임의 인지 발달 평가)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.45-56
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    • 2009
  • It is necessary for young children to integrate the sense of sight, hearing, touch, etc. for developing their emotion and cognition. Thanks to Information and Communication Technology (ICT) development, young children have more opportunities to use various senses in learning process. However, ICT learning method is more focusing on the sense of sight and hearing, and lacks of integrated recognition and this fact leads to the reason why ICT can not be used as a main education tool. Therefore, this study evaluated the influence of wUbi-Pen(haptic device) on cognition using a computer puzzle program. The results show that young children using a haptic pen have greater intention and performance in object assembly, mazes, picture completion in K-WPPSI test than those of non-using haptic pen. This implies that haptic function should be considered in ICT material and indeed useful in various cognition-related symptoms and diseases.

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The Effect of a Programming Class Using Scratch (스크래치를 이용한 프로그래밍 수업 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Paik, Seoung-Hey
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.375-384
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    • 2008
  • Computer programming has educational effect on improving high-level thinking abilities. However, students initially have to spend too much effort in learning the basic grammar and the usage model of programming languages, which negatively affects their eagerness in learning. To remedy this problem, we propose to apply the Scratch to a Game Developing Programming Class; Scratch is an easy-to-learn and intuitive Educational Programming Language (EPL) that helps improving the Meta-cognition and Self-efficacy of middle school students. Also we used the Demonstration-Practice instruction model with self-questioning method for activating the Meta-cognition. In summary, a game developing programming class using Scratch was shown to significantly improve the Meta-cognition of middle school students. However it was shown to insignificantly improve the Self-efficacy of girl students group.

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A Qualitative Study on University Students' Multicultural Competence - Focusing on the Cultural Cognition, Cultural Knowledge and Cultural Skill - (대학생의 다문화 역량에 관한 연구 - 문화적 인식, 지식, 기술을 중심으로 -)

  • Kim, Min-Kyeong
    • Korean Journal of Human Ecology
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    • v.19 no.6
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    • pp.945-965
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    • 2010
  • The present study examined the cultural competence of university students on migrants and multicultural society in Korea. A total of 11 university students living in Seoul, Gyeonggido and Chungcheondo, were selected for the interview. The participants provided their cultural cognition, cultural knowledge and cultural skill on a variety of issues related to migrants and multicultural society in Korea. Interview results indicated that participants perceived negative and positive affects to Korean society and prejudice about immigrants, thaught economic support as a emergent policy, and didn't experience multicultural society. They wanted to take a trip and learning foreign language. On the cultural skill participants had progressive perspectives about immigrants' right, discrimination and evaluation and had a multiculturism based on assimilation. Implications of the study and directions for future research were discussed. It is needed to educations and programs for development of university students' cultural competence.

Content Analysis of the 5th grade Science Textbooks in Japan and Korea (한국과 일본 5학년 과학 교과서 내용 분석)

  • Kim, Hyo-Nam;Lee, Young-Mi
    • Journal of The Korean Association For Science Education
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    • v.15 no.4
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    • pp.452-458
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    • 1995
  • Science textbooks are very important materials in order to know elementary science learning in Japan and Korea. In this research the 5th grade science textbooks in Japan and Korea are analyzed by an analyzing category. The analyzing category is consisted of knowledge and scientific inquiry. Knowledge is divided by fact, concept, and rule. Scientific inquiry is divided by problem cognition, variable control, experiment planning, observing, measuring, categorizing, inferring, data transformation, predicting, correlation, cause and effect, result, communication, which are 13 subcategories. Analyzing methods are counting the frequency of each subcategory and tabulating the data. The results of this study are: 1. The frequency of scientific inquiry appeared in Korean 5th grade science textbooks is three times more than that in Japanese textbooks. 2. In scientific inquiry category, Japanese science textbooks emphasized observing, predicting, measuring and problem cognition; Korean science textbooks emphasized experiment planning, observing and problem cognition. 3. In knowledge category, fact subcategory is mostly emphasized in both countries.

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Metacognition, Learning Flow and Problem Solving Ability in Nursing Simulation Learning (간호시뮬레이션 학습에서 메타인지, 학습몰입 및 문제해결력)

  • Oh, Yun-Jeong;Kang, Hee-Young
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.20 no.3
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    • pp.239-247
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    • 2013
  • Purpose: This study was done to investigate the relationship between metacognition, learning flow, and problem solving ability in simulation learning of nursing students and to identify the factors influencing problem solving ability. Methods: The study sample was 136 nursing students. Data were collected from September to November, 2012 using a structured questionnaire on metacognition, learning flow and problem solving ability. Descriptive statistics, Pearson correlation and stepwise multiple regression analysis were used with the SPSS win 20.0 program to analyze the data. Results: There were significant positive correlations between metacognition, learning flow and problem solving ability. Learning flow was a significant factor affecting problem solving ability. These variables accounted for 33% of variance. Conclusion: These results suggest that simulation learning has a positive effect on nursing students' learning outcomes.

Privacy-preserving and Communication-efficient Convolutional Neural Network Prediction Framework in Mobile Cloud Computing

  • Bai, Yanan;Feng, Yong;Wu, Wenyuan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.12
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    • pp.4345-4363
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    • 2021
  • Deep Learning as a Service (DLaaS), utilizing the cloud-based deep neural network models to provide customer prediction services, has been widely deployed on mobile cloud computing (MCC). Such services raise privacy concerns since customers need to send private data to untrusted service providers. In this paper, we devote ourselves to building an efficient protocol to classify users' images using the convolutional neural network (CNN) model trained and held by the server, while keeping both parties' data secure. Most previous solutions commonly employ homomorphic encryption schemes based on Ring Learning with Errors (RLWE) hardness or two-party secure computation protocols to achieve it. However, they have limitations on large communication overheads and costs in MCC. To address this issue, we present LeHE4SCNN, a scalable privacy-preserving and communication-efficient framework for CNN-based DLaaS. Firstly, we design a novel low-expansion rate homomorphic encryption scheme with packing and unpacking methods (LeHE). It supports fast homomorphic operations such as vector-matrix multiplication and addition. Then we propose a secure prediction framework for CNN. It employs the LeHE scheme to compute linear layers while exploiting the data shuffling technique to perform non-linear operations. Finally, we implement and evaluate LeHE4SCNN with various CNN models on a real-world dataset. Experimental results demonstrate the effectiveness and superiority of the LeHE4SCNN framework in terms of response time, usage cost, and communication overhead compared to the state-of-the-art methods in the mobile cloud computing environment.

A biologically inspired model based on a multi-scale spatial representation for goal-directed navigation

  • Li, Weilong;Wu, Dewei;Du, Jia;Zhou, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1477-1491
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    • 2017
  • Inspired by the multi-scale nature of hippocampal place cells, a biologically inspired model based on a multi-scale spatial representation for goal-directed navigation is proposed in order to achieve robotic spatial cognition and autonomous navigation. First, a map of the place cells is constructed in different scales, which is used for encoding the spatial environment. Then, the firing rate of the place cells in each layer is calculated by the Gaussian function as the input of the Q-learning process. The robot decides on its next direction for movement through several candidate actions according to the rules of action selection. After several training trials, the robot can accumulate experiential knowledge and thus learn an appropriate navigation policy to find its goal. The results in simulation show that, in contrast to the other two methods(G-Q, S-Q), the multi-scale model presented in this paper is not only in line with the multi-scale nature of place cells, but also has a faster learning potential to find the optimized path to the goal. Additionally, this method also has a good ability to complete the goal-directed navigation task in large space and in the environments with obstacles.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • v.6 no.2
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Cognition Enhancing Effect of Muskmelon (Cucumis melo) Extracts on Scopolamine-induced Memory Impairment in Mice (참외추출물이 스코폴라민 유도 기억상실 흰쥐의 인지능 회복에 미치는 효과)

  • Park, Sang-Shin;Park, Na-Omi;Kang, Ju-Uk;Shin, Suk-Chul;Lee, Dong-Ung
    • Journal of Life Science
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    • v.19 no.5
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    • pp.688-691
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    • 2009
  • The methanol extract of muskmelon (Cucumis melo) has been investigated for its cognition enhancing effects by evaluation of inhibitory activities on acetylcholinesterase, a degrading enzyme of acetylcholine, a brain neurotransmitter, and ${\beta}$- secretase, which forms the ${\beta}$-amyloid toxic protein from its precursor protein. A passive avoidance task, one of the animal model experiments for learning and memory, was also performed. As a result, the melon extract showed 15.8% and 35.3% inhibition on acetylcholinesterase and ${\beta}$-secretase, respectively, with a final concentration of 100 mg/ml. In the animal model test, melon extract significantly (p<0.05) lengthened the step-through latency time by 22.7% compared to the control group, suggesting that melon extract has, indeed, an effect on cognition enhancement.