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Purposive Learning01:22

Purposive Learning

204
E. C. Tolman emphasized the purposiveness of behavior — the idea that much of our behavior is goal-directed. For instance, employees who aim for a promotion work diligently to meet their targets. Tolman argued that when classical conditioning and operant conditioning occur, the organism acquires certain expectations. In classical conditioning, a child might fear a dog because they expect it to bite. In operant conditioning, a person might consistently work overtime because they expect a...
204
Cognitive Learning01:21

Cognitive Learning

516
Cognitive learning is based on purposive behavior, incidental learning, and insight learning.
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
516
Learning Disabilities01:25

Learning Disabilities

271
Learning disabilities are cognitive disorders caused by neurological impairments that affect cognitive functions like language and reading, without indicating overall intellectual or developmental challenges. These disabilities differ from global intellectual or developmental disabilities as they are limited to distinct cognitive functions. Common learning disabilities include dysgraphia, dyslexia, and dyscalculia, each of which impacts unique aspects of learning.
Dyslexia
Dyslexia is a...
271

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コンピューターなしで プログラミングを学ぶのか? 解説的な配列混合法による,子供向けの無接続のゲーム化されたコーディング教育ツールに関するケーススタディ

Miao Huang1, Lei Wang1

  • 1School of Animation and Digital Arts, Communication University of China, Nanjing, China.

PloS one
|September 3, 2025
PubMed
まとめ
この要約は機械生成です。

ロールプレイングや協力といったゲーム化要素は 子どものフロー体験や プログラミングの学習への関心を高めます 報酬と協力は 直接的な動機付けとなり 教育成果を向上させます

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科学分野:

  • 教育技術
  • 人とコンピュータの相互作用
  • 認知心理学

背景:

  • コンピュータによる思考は 子供の発達に不可欠です
  • ゲーミフィケーションは教育への関わりを 大きく高めます
  • 接続されていないプログラミングツールで デバイスなしで 学習が可能になります

研究 の 目的:

  • 子供のフロー体験と学習の関与に対するゲーム化要素の影響を調査する.
  • この文脈で刺激-生物-反応 (S-O-R) 理論を検証する.
  • 効果的なプログラミング教育ツールを設計するための実用的な洞察を提供すること.

主な方法:

  • "コードアドベンチャー"という プログラミング教育プロトタイプを使った実験研究です
  • 295人の小学生 (8歳から10歳) を対象とした説明的な連続的な混合方法のアプローチ.
  • 12人の層別参加者との質的インタビュー

主要な成果:

  • ロールプレイングと協力は 子どものフロー体験を 大きく高めます
  • フロー体験は 浸透と目標指向を通して 学習のエンゲージメントに ポジティブな影響を及ぼします
  • 報酬と協力は 学習への関わりと動機づけを 直接的に高めます

結論:

  • ゲーム化要素,特にロールプレイングと協力は,子どものプログラミング教育におけるフローとエンゲージメントを促進するのに有効です.
  • S-O-Rフレームワークは,これらの効果を理解するために有用なレンズを提供します.
  • デザイナーはこれらの発見を活用して より身近に浸透し,成果を導く プログラミングツールを作ることができます