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相关概念视频

Stereotype Content Model02:16

Stereotype Content Model

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The Stereotype Content Model (SCM) was first proposed by Susan Fiske and her colleagues (Fiske, Cuddy, Glick & Xu, 2002; see also Fiske, 2012 and Fiske, 2017). The SCM specifies that when someone encounters a new group, they will stereotype them based on two metrics: warmth—or that group’s perceived intent, and how likely they are to provide help or inflict harm—and competence—or their ability to carry out that objective. Depending on the warmth-competence...
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Social Foundations of Self I: Play and Game01:24

Social Foundations of Self I: Play and Game

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The development of self in children is deeply rooted in social interactions, mainly through stages of play and structured games. These stages, outlined by sociologist George Herbert Mead, illustrate how children progressively learn to understand and adopt social roles, forming a cohesive sense of self.The Play Stage: Imitation and Simple Role-TakingIn the early years of childhood, the play stage is characterized by imitative behavior, where children engage in role-playing based on familiar...
184
Vygotsky's Cognitive Development in Cultural Context01:22

Vygotsky's Cognitive Development in Cultural Context

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Lev Vygotsky, a pioneering Russian psychologist, developed a theory of cognitive development that centers on the influence of social and cultural factors. Unlike Jean Piaget, who emphasized the child's direct interaction with the physical world as key to development, Vygotsky argued that cognitive growth is an interpersonal process that unfolds within a cultural context. For Vygotsky, a child's learning cannot be separated from their social environment, which includes the values,...
930
Cognitive Learning01:21

Cognitive Learning

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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...
997
Observational Learning01:12

Observational Learning

817
Albert Bandura's observational learning, also known as imitation or modeling, occurs when a person observes and imitates another's behavior. It is a quicker process than operant conditioning. A well-known example is the Bobo doll study, where children who saw an adult acting aggressively towards the doll were more likely to act aggressively when left alone, compared to those who observed a nonaggressive adult. Many psychologists view observational learning as a form of latent learning...
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Social Foundations of Self II: The Generalized Other01:20

Social Foundations of Self II: The Generalized Other

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According to George Herbert Mead, as children progress beyond the game stage, they develop a more comprehensive understanding of societal rules and norms. This cognitive and social development enables them to internalize the expectations of the broader community, refining their ability to regulate behavior.Consistent participation in organized activities is crucial in helping children recognize that their actions are not isolated but contribute to a more significant, interconnected group...
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相关实验视频

Updated: Jan 13, 2026

Multimodal Protocol for Assessing Metacognition and Self-Regulation in Adults with Learning Difficulties
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语境化,程序逻辑和主动构造:基于游戏的学习中主题情感分析的认知支架模型.

Liwei Ding1, Hongfeng Zhang1, Jinqiao Zhou1

  • 1Faculty of Humanities and Social Sciences, Macao Polytechnic University, Macao, China.

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概括
此摘要是机器生成的。

游戏化教育通过整合上下文策略和积极参与,增强学习者的动力和知识建设. 这项研究揭示了关键主题,并开发了一种用于有效数字学习的认知支架模型.

关键词:
在 LDA 话题建模中.认知架构是一个认知架构.基于游戏的学习.情绪分析是一种情绪分析.定位学习理论定位学习理论

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Last Updated: Jan 13, 2026

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科学领域:

  • 教育技术的教育技术
  • 认知科学 认知科学
  • 数字学习数字学习

背景情况:

  • 随着COVID-19的流行,传统的教学方法也发生了变化.
  • 游戏化教育成为一种流行的替代方案,整合了技术和认知策略.
  • 定位学习理论和游戏设计元素是理解游戏化学习影响的关键.

研究的目的:

  • 探索基于游戏的学习如何提高学习者的动力和知识建设.
  • 在游戏化学习中分析用户评论的情感倾向和认知主题.
  • 开发一种认知支架模型,用于在游戏化环境中的动机-认知相互作用.

主要方法:

  • 分析了来自Bilibili平台的20293条用户评论.
  • 隐性迪里克莱特分配 (LDA) 主题建模的应用.
  • 整合情绪分析与LDA用于多维态度测量.

主要成果:

  • 确定了四个核心主题:语言学习中的上下文策略,自主探索,增强逻辑思维和教学创新.
  • 开发了一个认知支架模型:上下文化-程序逻辑-主动构建.
  • 发现了用户的情感倾向和与游戏化学习相关的认知主题.

结论:

  • 游戏化学习有效地促进知识构建,并加深理解.
  • 该研究提供了一种新的方法论方法,用于分析学习者在数字教育中的态度.
  • 调查结果为优化教育平台和个性化学习支持提供了实用的见解.