• Title/Summary/Keyword: Reasoning Ability

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A Study on Cognitive Characteristics of Information Gifted Children (정보영재아들의 인지적 특성에 관한 연구)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.191-198
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    • 2013
  • There are many studies about cognitive and non-cognitive characteristics of gifted children in the areas of math and science until now. Also, there is a lot of research for about cognitive and non-cognitive characteristics of gifted children. But, it lacks a lot of research on the characteristics of gifted children for information science area. So, characteristics of gifted children in the areas of information science are defined as structured information recall ability, regularization ability, reasoning ability, efficiency ability, structured ability, generalization ability, and abstract ability. And real problems for each ability are proposed. To make the evaluation questions proposed in this study on the cognitive gifted characteristics when compared with student achievement and prove that there is a correlation. The results of this study can be utilized in the evaluation of information giftedness children and can be utilized in the development of gifted education programs.

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The Relationship between Inductive-Deductive Reasoning Ability and Mental Capacity and Perseveration Error of Elementary School Students (초등학교 학생들의 귀납-연역적 추론 능력과 정신 용량 및 보속 오류와의 관계)

  • 김설한;정진우;김효남
    • Journal of Korean Elementary Science Education
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    • v.17 no.1
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    • pp.47-60
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    • 1998
  • The purpose of this study was to analyze the problem solving strategies of elementary school students and to find out correlations between the functional mental capacity, the perseveration error and the Creature Card Task solving ability. To study this purpose, four categories were selected through pilot test. The sample consisted of 231, the 4th grade students and the 5th grade students in Inchon, Korea and selected 32 students among them. Three instruments were used in this study, Creature Card Task, FIT(Figural Intersection Test) and WCST(Wisconsin Card Sorting Test). Researcher interviewed 32 students about Creature Card Task solving strategies and tests with FIT, WCST. Major findings of the study are as follows: 1. Creature Card Task solving strategies of the selected 4th & 5th grade students were different. Some students solved problems during individual interviews. 2. Creature Card Task solving abilities were significantly correlated with the functional mental capacity and the perseveration error.

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A New Screening Method for Potentially Gifted Children : Problem Solving Activities (문제해결을 통한 영재아 선별에 관한 연구)

  • Chung, Young Sun
    • Korean Journal of Child Studies
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    • v.25 no.3
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    • pp.15-26
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    • 2004
  • The problem solving activities developed for this formal assessment program are based on familiar, real life problems. Responses of third and fourth grade subjects to problem solving items were assessed by problem solving ability, reasoning, and imagination/creativity. Reliability of problem solving activities was supported by the results of interrater reliability and Cronbach's alpha. Correlations between problem solving activities and the Naglieri Nonverbal Ability Test(NNAT: 1985) showed that cluster scores on the NNAT were significantly related to each score on the problem solving activities. Problem solving by gender showed that girls were more likely to express ideas than boys. There were also differences related to grade level on some items.

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A Teaching-Learning Method of Figures Using Cabri II - Focused on the theory of van Hiele - (Cabri II를 활용한 도형의 교수-학습 방안 - 반힐이론을 중심으로 -)

  • 최수정;표용수
    • School Mathematics
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    • v.2 no.1
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    • pp.165-181
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    • 2000
  • The teaching-learning methods of figures using computers make loose the difficulties of geometry education from the viewpoint that the abstract figures can be visualized and that by means of this visualization the learning can be accomplished through the direct experience or control. In this thesis, we present a teaching-learning method of figures using Cabri II so that the learners establish their knowledge obtained through their search, investigation, supposition and they accomplish the positive transition to advanced 1earning. So the learners extend their ability of sensuous intuition to their ability of logical reasoning through their logical intuition.

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An Analysis of Effective on Using Calculators in Elementary Mathematics (초등수학에서 계산기 활용에 대한 효과 분석)

  • Ahn Byoung Gon
    • School Mathematics
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    • v.7 no.1
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    • pp.17-32
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    • 2005
  • The purpose of this study is to analyze the effects of calculator use, which is drawing more attention in elementary mathematics, on students' learning of mathematics and to suggest effective ways of using calculators. The present study examined appropriate items commonly used in other papers in the areas of number sense and concepts, problem solving, pattern exploration and reasoning ability. The process of item selection about calculator use were investigated through preservice elementary school teachers' responses to the Questionnaire. The use of calculators In elementary school should be based on teachers' under-standing about why calculators are useful tools for learning mathematics. For more effective use of calculators, more sophisticated experimental studies need to be conducted about selected questions.

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An Analysis on Third Graders' Multiplicative Thinking and Proportional Reasoning Ability (초등학교 3학년 학생들의 곱셈적 사고에 따른 비례 추론 능력 분석)

  • Kim, Jeong Won;Pang, Jeong Suk
    • Journal of Educational Research in Mathematics
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    • v.23 no.1
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    • pp.1-16
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    • 2013
  • The primary purpose of this study is to survey multiplicative thinking levels and its characteristics of third graders in elementary school and to analyze how to use it when they solve the proportional problems. As results, the transition thinking ranked the highest among the four kinds of thinking levels when the $3^{rd}$ graders solved the multiplication problems. It means that the largest numbers of students still can not distinguish the additive and multiplicative situations completely and remain in the transition thinking, which thinks both additively and multiplicatively. In addition, the performance of solving proportional problems was distinguished from the levels of thinking. Through this study, we can give some implications of the importance of multiplicative thinking and instructional methods related to multiplication.

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A study of MIMO Fuzzy system with a Learning Ability (학습기능을 갖는 MIMO 퍼지시스템에 관한 연구)

  • Park, Jin-Hyun;Bae, Kang-Yul;Choi, Young-Kiu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.3
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    • pp.505-513
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    • 2009
  • Z. Cao had proposed NFRM(new fuzzy reasoning method) which infers in detail using relation matrix. In spite of the small inference rules, it shows good performance than mamdani's fuzzy inference method. But the most of fuzzy systems are difficult to make fuzzy inference rules in the case of MIMO system. The past days, We had proposed the MIMO fuzzy inference which had extended a Z. Cao's fuzzy inference to handle MIMO system. But many times and effort needed to determine the relation matrix elements of MIMO fuzzy inference by heuristic and trial and error method in order to improve inference performances. In this paper, we propose a MIMO fuzzy inference method with the learning ability witch is used a gradient descent method in order to improve the performances. Through the computer simulation studies for the inverse kinematics problem of 2-axis robot, we show that proposed inference method using a gradient descent method has good performances.

Comparison of driving cognition on paretic side in drivers following stroke

  • Gang, Na Ri;Shin, Hwa-Kyung
    • Physical Therapy Rehabilitation Science
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    • v.7 no.3
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    • pp.114-118
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    • 2018
  • Objective: The left and right sides of the brain has different roles. This study investigated the differences in cognitive driving ability between stroke survivors with damage to the left brain and right brain. Therefore, the purpose of this study was to compare the driving cognitive ability of left and right hemispheric drivers following stroke. Design: Cross-sectional study. Methods: The Stroke Drivers' Screening Assessment (SDSA) from the UK was translated to the Korean Stroke Drivers' Screening Assessment (K-SDSA) to meet the specific traffic environments of Korea. The SDSA is composed of 4 tasks :1) a dot cancellation task that measures concentration and visuospatial abilities necessary for driving, 2) a directional matrix task to measure spatio-temporal executive function required for driving, 3) a compass matrix task to measure accurate direction determination ability required for driving, and 4) recognition of traffic signs and reasoning ability to understanding traffic situation. The SDSA assessment time is about 30 minutes. The K-SDSA was used to compare the cognitive driving abilities between 15 stroke survivors with left and 15 stroke survivors with right brain damage. Results: There were significant differences between the persons with stroke patients with left brain lesions (right hemiplegia) compared to the persons with stroke with right brain lesions (left hemiplegia) (p<0.05). It was found that the cognitive driving ability of those with right brain damage was lower than that of the group of left brain damage. Conclusions: This research investigated the driving cognitive ability of persons with stroke. The therapists can use this information as basis for the driving test and training purposes. It could also be used as a basis to understanding if the cognitive ability of not only stroke survivors but also those with brain damage is adequate to actually drive.

Effect of Learning a Divide-and-conquer Algorithm on Creative Problem Solving (분할 정복 알고리즘 학습이 창의적 문제 해결에 미치는 효과)

  • Kim, Yoon Young;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.9-18
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    • 2013
  • In secondary education, learning a computer science subject has the purpose to improve creative problem solving ability of students by learning computational thinking and principles. In particular, learning algorithm has been emphasized for this purpose. There are studies that learning algorithm has the effect of creative problem solving based on the leading studies that learning algorithm has the effect of problem solving. However, relatively the importance of the learning algorithm can weaken, because these studies depend on creative problem solving model or special contents for creativity. So this study proves that learning algorithm has the effect of creative problem solving in the view that common problem solving and creative problem solving have the same process. For this, analogical reasoning was selected among common thinking skills and divide-and-conquer algorithm was selected among abstractive principles for analogical reasoning in sorting algorithm. The frequency which solves the search problem by using the binary search algorithm was higher than the control group learning only sequence of sorting algorithm about the experimental group learning divide-and-conquer algorithm. This result means that learning algorithm including abstractive principle like divide-and-conquer has the effect of creative problem solving by analogical reasoning.

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Adaptive Strategy Game Engine Using Non-monotonic Reasoning and Inductive Machine Learning (비단조 추론과 귀납적 기계학습 기반 적응형 전략 게임 엔진)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.83-90
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    • 2004
  • Strategic games are missing special qualities of genre these days. Game engines neither reason about behaviors of computer objects nor have learning ability that can prepare countermeasure in variously command user's strategy. This paper suggests a strategic game engine that applies non-monotonic reasoning and inductive machine learning. The engine emphasizes three components -“user behavior monitor”to abstract user's objects behavior,“learning engine”to learn user's strategy,“behavior display handler”to reflect abstracted behavior of computer objects on game. Especially, this paper proposes two layered-structure to apply non-monotonic reasoning and inductive learning to make behaviors of computer objects that learns strategy behaviors of user objects exactly, and corresponds in user's objects. The engine decides actions and strategies of computer objects with created information through inductive learning. Main contribution of this paper is that computer objects command excellent strategies and reveal differentiation with behavior of existing computer objects to apply non-monotonic reasoning and inductive machine learning.