• Title/Summary/Keyword: Cognitive Play

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The Relationships Between Navigational Pattens and Information Processing Styles of Hypermedia Users (하이퍼미디어 사용자의 정보처리 유형이 정보탐색 패턴에 미치는 영향)

  • 이미자
    • Korean Journal of Cognitive Science
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    • v.12 no.1_2
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    • pp.65-76
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    • 2001
  • This study investigated the relationships between hypermedia users information processing styles and navigational patterns. Three aspects of navigational patterns were investigated: (a) navigational breadth patterns which reveal how comprehensively users access, (b) navigational path patterns which display what sequences users follow. and (c) navigational method patterns which show what methods u users employ when using the system. Information processing styles were measured by the Human Information Processing Styles(HIPS) Survey. The subjects were 102 undergraduate students enrolled in management courses at a university. Participation was voluntary 34 students were selected for each of left, right, and integrated information processor group. The subjects interacted with A.g.i.l.e. TrainerTM program to complete two types of searching tasks 'open-ended and closed-ended tasks' Findings indicated that the information processing style seems to play an important role in how an individual interacts with the hypermedia systems.

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The Effect of Attachment Security on Preschoolers' Perspective Taking: Executive Function as a Mediator (유아의 애착안정성이 조망수용에 미치는 영향: 실행기능의 매개효과를 중심으로)

  • Park, Ha-Yeon;Yi, Soon-Hyung
    • Korean Journal of Child Studies
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    • v.37 no.6
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    • pp.19-33
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    • 2016
  • Objective: This study aimed to examine the prospective links among perspective taking, attachment security, and executive function and the mediating role of executive function on the relationship between attachment security and perspective taking. Methods: The participants included 147 preschoolers living in Gyeonggi. The data-analysis methods included descriptive statistics, independent t-tests, one-way ANOVAs, Pearson's correlation analysis, hierarchical multiple regression analysis, and the Sobel test. Results: First, preschoolers' perspective taking was significantly related to attachment security, and executive function. Furthermore, there was a significant association between attachment security and executive function. As expected, the correlations were positive in all cases. Second, the effects of attachment security on intention and emotion perspective takings were fully mediated by executive function when holding children's age and vocabulary constant. However, executive function did not predict thought perspective taking, whereas attachment security did. Conclusion: Given that parent-child attachment security might play an important role in child cognitive and socio-cognitive development, parents' endeavors to enhance the quality of the attachment relationship could be a fruitful path for preschoolers' developing executive capacities and perspective taking.

Sleep and Dream Development in Children (소아 수면과 꿈의 발달)

  • Hong, Kang-E.M;Kim, Soo-Jeong
    • Sleep Medicine and Psychophysiology
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    • v.3 no.2
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    • pp.43-55
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    • 1996
  • Since REM sleep was found to be closely related with dream, efforts have been made to find the neurophysiological mechanism and the psychological meaning of dream. However, since most researchers have paid attention to dreams of adults, there are relatively few studies devoted to those of developing children. In the prevent study, we reviewed the previous studies and hypotheses about sleep and dream in various aspects and summarized the characteristics of sleep and dream of children in developmental domain as followings. (1) Sleep development : Across childhood, sleep architecture and sleep-wakefulness cycles are progressively changed toward the patterns of adult. They become similar to adult patterns only in their adolescence. Thus, the sleep event sconsidered as abnormal in adults may be normal in children. (2) Dream development : First, the content and meaning of the dream change with increasing age and develop in parallel with children's ego function, especially cognitive developmental stages. Second, for the children, the reality and the dream are on the continuous spectrum of 'reality-imitation-play-fantasy-dream'. Third, dreaming is the pure assimilation process for the children and through dreaming they can adapt and accomodate the reality without emotion.

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Development of Mobile AR Contents for Infant English Cognitive Training (유아영어 인지 능력 개발을 위한 모바일 AR 콘텐츠 개발)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.297-304
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    • 2015
  • Importance and necessity is enlarged due to globalization. So, English education is diverse and recently applies AR(Augmented Reality) technology to offer immersion and interest. Contents in this paper are Mobile AR contents for training infant English cognition. Our system displays teaching aid objects into 3D models, lets infants listen to English conversation and teaches them everyday English like a play. Considering infants that like games, this system adds an English game about each object of teach aids. To attract infants and parents interest persistingly, We give them immersion and interest by suggesting a different event at each step.

The Influence of Safety Climate, Safety Leadership, Workload, and Accident Experiences on Risk Perception: A Study of Korean Manufacturing Workers

  • Oah, Shezeen;Na, Rudia;Moon, Kwangsu
    • Safety and Health at Work
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    • v.9 no.4
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    • pp.427-433
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    • 2018
  • Background: The purpose of this study was to identify the influence of workers' perceived workload, accident experiences, supervisors' safety leadership, and an organization's safety climate on the cognitive and emotional risk perception. Methods: Six hundred and twenty employees in a variety of manufacturing organizations were asked to complete to a questionnaire. Among them, a total of 376 employees provided valid data for analysis. To test the hypothesis, correlation analysis and hierarchical regression analysis were used. Statistical analyses were conducted using IBM SPSS program, version 23. Results: The results indicated that workload and accident experiences have a positive influence and safety leadership and safety climate have a negative influence on the cognitive and emotional risk perception. Workload, safety leadership, and the safety climate influence perceived risk more than accident experience, especially for the emotional risk perception. Conclusion: These results indicated that multilevel factors (organization, group, and individual) play a critical role in predicting individual risk perceptions. Based on these results, therefore, to reduce risk perception related with unsafe behaviors and accidents, organizations need to conduct a variety of safety programs that enhance their safety climate beyond simple safety-related education and training. Simultaneously, it needs to seek ways to promote supervisors' safety leadership behaviors (e.g., site visits, feedback, safety communication, etc.). In addition, it is necessary to adjust work speed and amount and allocate task considering employees' skill and ability to reduce the workload for reducing risk perception.

Evaluation Indicators for Learning Company Participating Work-Study Parallel Program (일학습병행 학습기업 평가지표)

  • Dong-Wook Kim;Hwan Young Choi
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.223-232
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    • 2023
  • The Work-Study parallel program has been promoted as a key policy to resolve the mismatch between industrial sites and school education and realize a competency-centered society, and as of December 2022, 16,664 companies participated in the training. Learning companies play a very important role as education and training supply organizations that conduct field training. In this study, for the evaluation of learning companies participating in work-study program, the authors derive important factors that determine the quality of on-site education and training by analyzing the cognitive structure of experts in charge of the company and present evaluation indicators for learning enterprises. Therefore, it is intended to lay the foundation for promoting the quality of work-study parallel program.

The Development of a Role Play Instruction Model to Increase Higher- order Thinking Ability in Geographical Education (고급사고력 신장을 위한 역할놀이 교수-학습 모형 개발에 관한 현장 연구)

  • Park Seon-heui
    • Journal of the Korean Geographical Society
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    • v.40 no.1 s.106
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    • pp.109-125
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    • 2005
  • The purpose of this study is to develop a role play instruction model to increase higher-order thinking abilities in geographical education. This study reviewed the references which included the contents of higher-order thinking abilities, and discussed the educational significance and application of role play instruction model. The developed role play instruction model was applied to four classes in high school in Korea. After applying the model, this study asked some question about the model to the students which engaged in this model. Higher-order thinking essentially means thinking that takes place in the higher-levels of the hierarchy of cognitive processing. Higher-order thinking abilities contain critical thinking abilities, creative thinking abilities, problem solving and decision making abilities, meta-cognition abilities. The role play instruction model is an effective method which can increase higher- order thinking abilities. The questioning to students which engaged in the class of applying to role play instruction model provides feedback about development instruction models to increase higher-order thinking abilities.

The Effect of Mother-fetus Interaction Promotion Program of Talking and Tactual Stimulation on Mother-fetus Interaction and Mother-infant play Interaction (태담과 촉각 자극의 모-태아 상호작용 증진 프로그램이 모아 상호작용에 미치는 효과)

  • Kim, Jung-Soon
    • Korean Parent-Child Health Journal
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    • v.5 no.2
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    • pp.253-276
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    • 2002
  • Mother and infant relationship has a great influence on child's developments. Expecially, mother and infant relationship is affected by mother and infant interactions during one year after birth and an omen of mother-infant interaction after birth is mother-fetus interaction. This study was conducted to develop mother-fetus interaction promotion program of talking and tactual stimulation aimed at enhancing sensitivity of primiparas and to evaluate the effect of the nursing intervention program on mother-fetus interaction and mother-infant play interaction. Non-eguivalent control group posttest design was used, and Blumer's symbolic interaction theory and Barnard's mother-infant interaction model was used a conceptual framework of this study. Fifty primiparas and infant(26 mother-infant dyads for intervention group and 24 dyads for control group) were recruited from three general hospital and an OBGY clinic located in Kwang Nung city. Data was collected from January 30th to December 20th in 2001. For the intervention group, programed education which focused on mother-fetus interaction in the 1st trimester. Telephone counselling was provided with interval of two weeks. For two groups, home visiting for data collection of mother- fetus interaction was conducted at 36 to 38 weeks of gestational age. And mother-infant play interactions were assessed at 4 to 6 weeks after birth using videotapes. Play situations were videotaped and two trained observers analyzed the tapes. The data were analyzed using chi-square test and Fisher's Exact Test to test the equivalence of two groups, and the effect of intervention progrom was determined with t-test and Wilcoxon Rank Sum test. The results were as follows: 1. The significant difference was found in mother-fetus interaction between two groups(t=2.085, P=0.0425). It indicated that intervention progrom was effective in improving mother-fetus interaction. 2. The significant difference was found in mother-infant play interaction between two groups(W=347.5, P=0.0001). In subscale analysis, three subscales showed significant differences between the groups: interactional behavior of mother(t=5.921, P=0.0001), interactional behavior of infant(t=5.736, P= 0.0000), and synchronic interactional behavior of mother and infant(t=7.940, P= 0.0000). In conclusion, this study has shown that the applied nursing intervention aimed at enhancing sensitivity of primiparas promoted mother-fetus interaction and mother-infant play interaction. Therefore, this study suggests that this nursing interventions to increase maternal sensitivity to the fetus's movement should be broadly applied to primiparas, which can be beneficial for formation of mother - infant relationship, and for promotion the social, affective, and cognitive developments of their children.

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A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

Designing Intuitive Spatial Game using Brain Computer Interface (뇌-컴퓨터 인터페이스를 사용한 공간 기반 게임 설계)

  • Kim, Na-Young;Yoo, Won-Dae;Lee, Yong-Il;Chung, Seung-Eun;Han, Moo-Kyoung;Yeo, Woon-Seung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1160-1165
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    • 2009
  • User interface design environment has been known to be part of important elements in user experience and play, and its significance of functionalities are growing bigger each year. In present day, use of intuitive user interface design are on demand. Player can expect to get a new experience that they can not get from other exiting or similar form of games. For the better user experience, essential use of intuitive game play is necessary along with its perceptive user interface. This paper describes intuitive game environment design which will enhance user experience with use of brainwave signal for Brain Computer Interface.

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