• Title/Summary/Keyword: Learning Cognition

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The Effects of MBL Programs on Academic Achievement and Science-Related Affective Characteristics of Elementary School Students in Laboratory Instructions (과학 실험 수업에서 MBL의 적용이 초등학생의 학업 성취도 및 과학 관련 정의적 특성에 미치는 효과)

  • Park, Sang-Yong;Park, Jae-Keun;Yeo, Sang-Ihn
    • Journal of Korean Elementary Science Education
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    • v.25 no.4
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    • pp.454-464
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    • 2006
  • The purpose of this study was to develop MBL(Microcomputer Based Laboratory) programs for sixth-grade elementary students in science laboratory instructions and to ascertain the effects of this program on academic achievement and science-related affective characteristics. In laboratory instructions, using the MBL was found to be effective in improving academic achievement for elementary students, especially in the domain of knowledge. In addition, it helped students to improve science-related affective characteristics. The experimental group showed higher levels, especially in the domains of cognition and interest. When our findings were analyzed in detail, the sub-domains that showed positive effects included 'cognition of science' in the domain of cognition, and interest toward science', 'interest toward science learning', 'interest toward science related activities', and 'anxiety for science' in the domain of interest. Male students exhibited improvement in the domain of cognition while female students showed improvement in the domain of interest. In conclusion, utilizing MBL programs as an experimental measurement in the real field of elementary science education can be said to be both positive and desirable.

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The Effects of the Forest Experience on Elementary Students' Environmental Sensitivity and Cognition Ability (뒷산 체험 활동이 아동의 환경 감수성과 인지 능력에 미치는 영향)

  • Kim, Jeong-Suk;Jeong, Mi-Sun
    • Hwankyungkyoyuk
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    • v.22 no.4
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    • pp.14-25
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    • 2009
  • The purpose of this study was to investigate the effects of the forest experience on elementary students' environmental sensitivity and cognition ability. The forest experience was applied to the experimental group and the control group was taught by the traditional teaching method focused on teachers' lecture for 8 lessons. The pre-test, the 1st, and 2nd post-test for environmental sensitivity were applied to both groups to analyze the effects of the forest experience. After then the results were analyzed by One-way ANOVA and ANCOVA. And the narration test for cognition ability on learning a environmental context was applied to only the experimental group and the results were analyzed. As a result, the students' environmental sensitivity was not significantly different(p<.05) between experimental and control groups in terms of the pre-test score. However, the 1st and 2nd post-test scores of experimental group were significantly higher than those of the control group in term of the level of environmental sensitivity(F=9.28, p<.01, F=10.95, p<.01). The results of the forest experience in the aspect of cognition ability, 'the sound of nature(61%)', 'the smiling forest path which blooming out(57%)', and 'one's own places(52%) were high but 'the kinds and characteristics of the roots(30%)' was low. In conclusion, the forest experience made a positive effect on the students' environmental sensitivity and cognition ability through the direct observation, data collection, and analysis on the nearby natural environment.

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A Study on the Intention to Use a Robot-based Learning System with Multi-Modal Interaction (멀티모달 상호작용 중심의 로봇기반교육 콘텐츠를 활용한 r-러닝 시스템 사용의도 분석)

  • Oh, Junseok;Cho, Hye-Kyung
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.6
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    • pp.619-624
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    • 2014
  • This paper introduces a robot-based learning system which is designed to teach multiplication to children. In addition to a small humanoid and a smart device delivering educational content, we employ a type of mixed-initiative operation which provides enhanced multi-modal cognition to the r-learning system through human intervention. To investigate major factors that influence people's intention to use the r-learning system and to see how the multi-modality affects the connections, we performed a user study based on TAM (Technology Acceptance Model). The results support the fact that the quality of the system and the natural interaction are key factors for the r-learning system to be used, and they also reveal very interesting implications related to the human behaviors.

The Development of Teaching-learning Materials based on Real life and the Investigation of Students's cognition change about Mathematics class using Developed materials (실생활 중심의 교수-학습 자료 개발과 이를 활용한 수학 수업에 대한 학생들의 인식 변화 고찰)

  • Lee, Shin-Deuk;Kwean, Hyuk-Jin
    • Journal of the Korean School Mathematics Society
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    • v.10 no.1
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    • pp.45-69
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    • 2007
  • In the 21st century, knowledge-based and information-based society requires not just the capability of applying mathematics simply but mathematical power such as problem-solving ability which composes and solves problems using mathematical knowledge in real-life and fields of various subjects. However, to develop mathematical power, we need various teaching and learning methods which raise basic mathematical knowledge, the inference capability, problem- solving ability, the flexibility of thinking, the expressing and transforming ability of mathematical ideas, perseverance, interest, intellectual curiosity, and creativity. In this paper, we develop the teaching-learning plans based on real life using the various methods of learning and then we analyze the change of students's cognition of mathematics and the students's reaction of the class.

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Accomplishments and Prospects in the Psychology of Mathematics Learning

  • Kirshner, David
    • Research in Mathematical Education
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    • v.1 no.1
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    • pp.13-22
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    • 1997
  • Cognitive psychology has provided valuable theoretical perspectives on learning mathematics. Based on the metaphor of the mind as an information processing device, educators and psychologists have developed detailed models of competence in a variety of areas of mathematical skill and understanding. Unquestionably, these models are an asset in thinking about the curriculum we want our students to follow. But any psychological paradigm has aspects of learning and knowledge that it accounts for well, and others that it accounts for less well. For instance, the paradigm of cognitive science gives us valuable models of the knowledge we want our students to acquire; but in picturing the mind as a computational device it reduces us to conceiving of learning in individualist terms. It is less useful in helping us develop effective learning communities in our classrooms. In this paper I review some of the significant accomplishments of cognitive psychology for mathematics education, and some of the directions that situated cognition theorists are taking in trying to understand knowing and learning in terms that blend individual and social perspectives.

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Human Tutoring vs. Teachable Agent Tutoring: The Effectiveness of "Learning by Teaching" in TA Program on Cognition and Motivation

  • Lim, Ka-Ram;So, Yeon-Hee;Han, Cheon-Woo;Hwang, Su-Young;Ryu, Ki-Gon;Shin, Mo-Ran;Kim, Sung-Il
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.945-953
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    • 2006
  • The researchers in the field of cognitive science and learning science suggest that the teaching activity induces the elaborative and meaningful learning. Actually, lots of research findings have shown the beneficial effect of learning by teaching such as peer tutoring. But peer tutoring has some limitations in the practical learning context. To overcome some limitations, the new concept of "learning by teaching" through the agent called Teachable Agent. The teachable agent is a modified version of traditional intelligent tutoring system that assigns a role of tutor to teach the agent. The teachable agent monitors individual difference and provides a student with a chance for deep learning and motivation to learn by allowing them to play an active role in the process of learning. That is, The teaching activity induces the elaborative and meaningful learning. This study compared the effects of our teachable agent, KORI, and peer tutoring on the cognition and motivation. The field experiment was conducted to examine whether learning by teaching the teachable agent would be more effective than peer tutoring and reading condition. In the experiment, all participants took 30 minutes lesson on rock and rock cycle together to acquire the base knowledge in the domain. After the lesson, participants were randomly assigned to one of the three experimental conditions; reading condition, peer tutoring condition, and teachable agent condition. Next, participants of each condition moved into separated place and performed their own learning activity. After finishing all of the learning activities in each condition, all participants were instructed to rate the interestingness using a 5-point scale on their own learning activity and leaning material, and were given the comprehension test. The results indicated that the teachable agent condition and the peer tutoring condition showed more interests in the learning than the reading condition. It is suggested that teachable agent has more advantages in overcoming the several practical limitations of peer tutoring such as restrictions in time and place, tutor's cognitive burden, unnecessary interaction during peer tutoring. The applicability and prospects of the teachable agent as an efficient substitute for peer tutoring and traditional intelligent tutoring system were also discussed.

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Effects of On-Line Community Assisted Small Group Peer Tutoring on University Students' Learning Strategies

  • JUN, Myongnam;EOM, Wooyong
    • Educational Technology International
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    • v.6 no.2
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    • pp.101-111
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    • 2005
  • This study was to examine effects of On-Line Community Assisted Small Group Peer Tutoring(OCSPT) on university students' learning strategies. To achieve the purpose, twenty-eight university students were randomly selected. Fourteen students participated in OCSPT and they were divided into small groups consisted of 2 to 5. Students in experimental group participated in OCSPT for total thirty-four hours during sixteen weeks. There is no treatment for the other fourteen students in control group. To measure students' learning strategies, Motivated Strategies for Learning Questionnaire (MSLQ) shorts has been used. The result revealed that students in experimental group showed higher possession than control group in resource-management strategy(p<.05). However, there were no significant difference between both groups in cognitive and motivative strategies.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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Event Cognition-based Daily Activity Prediction Using Wearable Sensors (웨어러블 센서를 이용한 사건인지 기반 일상 활동 예측)

  • Lee, Chung-Yeon;Kwak, Dong Hyun;Lee, Beom-Jin;Zhang, Byoung-Tak
    • Journal of KIISE
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    • v.43 no.7
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    • pp.781-785
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    • 2016
  • Learning from human behaviors in the real world is essential for human-aware intelligent systems such as smart assistants and autonomous robots. Most of research focuses on correlations between sensory patterns and a label for each activity. However, human activity is a combination of several event contexts and is a narrative story in and of itself. We propose a novel approach of human activity prediction based on event cognition. Egocentric multi-sensor data are collected from an individual's daily life by using a wearable device and smartphone. Event contexts about location, scene and activities are then recognized, and finally the users" daily activities are predicted from a decision rule based on the event contexts. The proposed method has been evaluated on a wearable sensor data collected from the real world over 2 weeks by 2 people. Experimental results showed improved recognition accuracies when using the proposed method comparing to results directly using sensory features.

Development and Application of an Online Alternative Therapy and Health Promotion Class (대체요법과 건강증진 가상강좌 개발 및 적용)

  • Park, Jeong-Sook;Kwon, Young-Sook;Lee, Hye-Ran
    • Journal of Korean Academy of Nursing
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    • v.36 no.2
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    • pp.286-298
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    • 2006
  • Purpose: This study was to develop an online 'alternative therapy and health promotion' class for university students and to evaluate its changes. Method: The online class was developed based on the Instructional Systems Development(ISD) model and model of Web-Based Instruction(WBI) developmental process. This was a quasi-experimental, one group pretest-posttest design. The subjects of this study were 130 students in 3 universities, and they were provided the cyber class for 16 weeks. Data was analyzed by descriptive and plural answer statistics, and paired t-test. Results: The cyber class was developed in five steps : analysis, design, data collection and reconstruction, programing and publishing, and evaluation. The results of program evaluation were positive, which included learning 3.47. system 3.57, and learning satisfaction 3.64 on the scale of 5. The posttest scores of cognition and reliability of alternative therapy were higher than pretest scores. The posttest score of health promoting lifestyle(t=-5.051, p=.000) and perceived health status(t=2.979, p=.003) were significantly higher than those of the pretest. Conclusion: These results suggest that the cyber class is a positive method in increasing a cognition, reliability of alternative therapy, and is effective to improve a health promotion lifestyle and perceived health status for the university students.