• 제목/요약/키워드: Learning Cognition

검색결과 354건 처리시간 0.024초

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

  • 조해련;임소연
    • 한국융합학회논문지
    • /
    • 제9권11호
    • /
    • pp.501-507
    • /
    • 2018
  • 본 연구는 간호 대학생 부모의 헬리콥터 양육과 간호 대학생의 비판적 사고성향, 학습역량의 상관관계를 파악하기 위해 시행되었다. 본 연구는 2017년 4월 3일부터 4월 14일까지 C와 I시에 위치한 2개의 간호 대학생 208명을 대상으로 자가기입식 설문지를 시행한 서술적 조사연구이다. 간호 대학생 부모의 헬리콥터 양육 정도는 평균 $73.94{\pm}13.88$점이었고, 비판적 사고 성향 점수는 $113.30{\pm}12.33$점 이었다. 간호대학생의 학습역량을 학습동기, 인지능력, 학습행동영역으로 구분하였고, 학업성적에 따라 인지능력(F=3.62, p=.014), 학습행동(F=4.07, p=.008)에 유의한 차이가 있었다. 간호 대학생 부모의 헬리콥터 양육 정도와 비판적 사고 성향이 유의한 부적 상관관계를 보였고(r=-.14, p=.043), 비판적 사고 성향과 인지 능력(r=.43, p<.001), 비판적 사고 성향과 학습행동 영역(r=.4, p<.001)이 유의한 상관관계를 보였다. 본 연구결과를 토대로, 간호 대학생 부모를 대상으로 학생의 비판적 사고를 높일 수 있는 부모양육 교육프로그램 개발 과 추후 간호역량 강화프로그램 개발을 위한 융 복합적 기초자료로 활용함을 기대한다.

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

  • 정동훈
    • 한국게임학회 논문지
    • /
    • 제9권4호
    • /
    • pp.45-56
    • /
    • 2009
  • 유아의 감성, 인지 발달을 위해서는 시각, 청각, 그리고 촉각 등의 감각통합이 필요하다. ICT의 발전 덕택에 유아는 학습과정 중에 다양한 감각을 사용할 수 있는 더 많은 기회를 갖게 되었다. 그러나, ICT 교육법은 단지 시청각에 중점을 두고 있어 통합인지가 부족하며, 이러한 사실은 ICT가 왜 주교보재로 사용될 수 없는지를 보여준다. 따라서 본 연구에서는 컴퓨터 퍼즐게임을 이용한 wUbi-Pen(촉각펜)의 인지 효과를 평가하였다. 실험 결과, wUbi-Pen을 이용해 햅틱 퍼즐 놀이를 한 경우 햅틱 기능이 없는 펜을 이용해서 퍼즐 놀이를 한 경우보다 K-WPPSI의 5개 동작성 평가 중 모양 맞추기, 미로, 빠진 곳 찾기 등 3개 영역에서 유의미한 차이를 보였다. 이러한 결과는 ICT 교재의 개발에 있어 촉각 기능의 필요성을 제시하고, 더 나아가 인지에 관련된 다양한 증상에 효과적인 교보재로 사용될 수 있음을 보여준다.

  • PDF

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

  • 조성환;송정범;김성식;백성혜
    • 정보교육학회논문지
    • /
    • 제12권4호
    • /
    • pp.375-384
    • /
    • 2008
  • 프로그래밍 교육이 고차원적 사고능력을 함양시켜주는 교육임에도 불구하고, 기존의 프로그래밍 교육은 기본 문법과 구조를 이해하고 프로그램 사용법을 익히는데 너무 많은 노력을 요구하여 학습자들로 하여금 프로그래밍 학습을 기피하거나 포기하도록 만들었다. 이러한 문제점을 극복하기위해 본 연구에서는 배우기 쉽고, 직관적인 교육용 프로그래밍 언어(EPL) '스크래치'를 이용하여 중학생을 대상으로 게임제작 프로그래밍 수업을 12주에 걸쳐 실시하였다. 이와 더불어 교수방법에 있어서 메타인지 사고를 활성화하기위해 '자기질문' 방식을 가미한 시범-실습 수업모형을 활용하였다. 연구결과 스크래치를 이용한 게임제작 프로그래밍 수업은 메타인지에 있어 남녀 모두에게 긍정적 효과가 있음을 확인하였다. 하지만, 자기효능감에 있어서는 여학생 집단에 긍정적 영향을 주지 못했다.

  • PDF

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

  • 김민경
    • 한국생활과학회지
    • /
    • 제19권6호
    • /
    • pp.945-965
    • /
    • 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.

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

  • 김효남;이영미
    • 한국과학교육학회지
    • /
    • 제15권4호
    • /
    • pp.452-458
    • /
    • 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.

  • PDF

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)
    • /
    • 제15권12호
    • /
    • pp.4345-4363
    • /
    • 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.

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

  • 오윤정;강희영
    • 기본간호학회지
    • /
    • 제20권3호
    • /
    • pp.239-247
    • /
    • 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.

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)
    • /
    • 제11권3호
    • /
    • pp.1477-1491
    • /
    • 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
    • /
    • 제6권2호
    • /
    • pp.59-67
    • /
    • 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.

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

  • 박상신;박나오미;강주억;신석철;이동웅
    • 생명과학회지
    • /
    • 제19권5호
    • /
    • pp.688-691
    • /
    • 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.