scholarly journals Vzgliady uchenykh pedagogov i psikhologov na nekotorye voprosy intellektual'nogo razvitiia

2021 ◽  
pp. 44-54
Author(s):  
Svetlana Ivanovna Beketova ◽  
Albina Damirovna Khaialeev ◽  
Ilgizar Timergalievich Gaisin

This chapter examines the views of educational scientists, psychologists, methodologists on the issues of intellectual development. The learning process at school includes not only the assimilation of a certain system of knowledge, but also, mainly, the intellectual development of students. All cognitive processes make up a single system that simultaneously provides perception, memorization, discovery, and the formulation of something new.

2021 ◽  
Vol 1 (1) ◽  
pp. 63-69
Author(s):  
Dewi Sartipa ◽  

Abstract Purpose: This article aims to describe English learning in the Covid-19 Pandemic Era. This article also explains the importance of the Internet in the learning process and the importance of parents in the development of students in the Covid-19 Pandemic Era. Research methodology: This study used a descriptive method. Results: This study suggests that parents should motivate their children in this situation because the learning process is carried out at home, and only parents can directly monitor the learning process. Limitations: This study has limitations. It is the information of parents who guide their students in the learning process, especially English Subject in the Covid-19 pandemic. Contribution: The study is beneficial for teachers and parents to conduct a better learning strategy during Covid -19 pandemic.


The purpose of the study of the psychological characteristics of the intellectual development of primary school students is to identify the problems that hinder the mastery of students in the educational process. The purpose of identifying this process directly, knowing what psychological phenomena will be in the process of learning, is also to provide some help to the teacher. First of all, it is necessary to consider mental processes and situations, the level of activity, as well as their speed. For example, some students are slow and some are fast. Some students are characterized by calmness, eye gestures, manners, facial expressions, others with weight in their movements, and facial expressions. In this article, I want to highlight the mental development of cognitive process of school children.


2012 ◽  
Vol 33 ◽  
Author(s):  
В. І. Бурак

У статті розкрито ефективність поєднання інтелектуального та емоційного розвитку студентів у процесі освоєння методики навчання конкретних тем шкільного курсу фізики, у тому числі засобами рольової дидактичної гри, яка проводиться під час тренувального уроку і передбачає виконання одним із студентів ролі вчителя, а іншими – ролі учнів.Ключові слова: методика навчання фізики, інтелектуальний розвиток, емоційно вмотивований розвиток.  Revealed the effectiveness of the unity of intellectual and emotional development of students in the process of developing methods of teaching specific topics of school physics course, including by means of a didactic role play, when during a training lesson, one student plays the role of the teacher and the rest - the role of students.  Key words: Physics learning, intellectual development, emotional motivated development.


Author(s):  
Kudratullaeva Rukhsora

The article explores the views of scholars who have conducted research on the issues of vocational training, student development, and career guidance. Proposals and recommendations on the development of students' independent research skills and abilities are developed in the course of training.  


Author(s):  
Robert Z. Zheng

How to personalize learners' learning with digital technology so that learners derive optimal experiences in learning is a key question facing learning scientists, cognitive psychologists, teachers, and professional instructional designers. One of the challenges surrounding personalization and digital technology is how to promote learners' cognitive processes at a deeper level so that they become optimally engaged in critical and creative thinking, making inferences in learning, transferring knowledge to new learning situations, and constructing new knowledge during innovative learning process. This chapter examines the literature relating to deep cognitive processes and the idiosyncratic features of digital technology that support learners' deep cognitive processes in learning. Guidelines pertaining to personalization with digital technology in regard to deep cognitive processing are proposed, followed by the discussions on future research with a focus on verifying the theoretical constructs proposed in the guidelines.


2019 ◽  
Vol 7 (3) ◽  
pp. 31-36
Author(s):  
Хосе Колома ◽  
Hose Koloma ◽  
Дебора Гарсия ◽  
Debora Garsiya

The article of American colleagues reveals the role of modern means of communication in the process of training and education of children of primary school and adolescence. Primary attention is paid to video games, the characteristics of their different types, including educational orientation. With concrete examples, the possible positive effect of the use of video games by teachers for the intellectual development of students, as well as the risks of uncontrolled use by children, are considered. Recommendations are given to teachers and parents to control the play activities of younger schoolchildren and adolescents in order to prevent the negative impact of video games on the health and mental state of a child.


2014 ◽  
Vol 30 (2) ◽  
pp. 111-127 ◽  
Author(s):  
Ronald P. Leow ◽  
Sarah Grey ◽  
Silvia Marijuan ◽  
Colleen Moorman

Given the current methodological interest in eliciting direct data on the cognitive processes L2 learners employ as they interact with L2 data during the early stages of the learning process, this article takes a critical and comparative look at three concurrent data elicitation procedures currently employed in the SLA literature: Think aloud (TA) protocols, eye-tracking (ET), and reaction time (RT). The section on each data elicitation procedure begins with a brief historical and descriptive account of its usage and application in the SLA literature to address cognitive processes as they occur during the early stages of the L2 learning process, followed by its strengths and some methodological issues that should be considered. Suggestions are provided for their usage in future studies investigating concurrent cognitive processes in L2 learning at these early stages of the L2 learning process.


Respati ◽  
2020 ◽  
Vol 15 (2) ◽  
pp. 45
Author(s):  
Hinova Rezha Ulinuha ◽  
Ema Utami ◽  
Andi Sunyoto

INTISARIPES 2020 Mobile merupakan game sport yang baru saja rilis bulan Oktober 2019. Game ini termasuk kategori jenis game yang baru pada platform mobile sehingga berpotensi memiliki user baru. Pengalaman pengguna (user experience) sangat penting untuk kesuksesan sebuah game di pasaran, terutama pada jenis aplikasi yang baru saja dirilis.. Sistem yang dirancang dengan tidak baik dan tidak mudah digunakan akan membuat pengguna kesulitan mempelajari dan mengoperasikannya, sehingga akan menjadikan sistem tersebut jarang digunakan. Agar bisa mendapatkan user experience yang baik, maka perlu dilakukan sebuah evaluasi. Metode Cognitive Walkthrough adalah metode evaluasi user experience dimana evaluator memberi tugas berbasis skenario dan beberapa pertanyaan kepada pengguna game untuk menemukan masalah yang mengganggu proses pembelajaran. Metode ini cocok digunakan pada sistem yang baru saja dirilis karena dapat menggali proses kognitif pengguna ketika pertama kali menggunakan sistem. Responden yang digunakan pada penelitian ini adalah orang yang belum pernah memainkan game PES 2020 Mobile. Secara keseluruhan game PES 2020 Mobile merupakan game yang mudah untuk dimainkan oleh pemain baru. Namun pada tampilan awal game (Start PES 2020) lebih baik dilakukan perbaikan. Beberapa responden kurang mengerti tombol untuk masuk ke permainan dikarenakan tidak adanya perintah tertulis untuk menekan tombol start. Hanya ada tombol lingkaran dimana sebagian banyak responden mengira bahwa ikon lingkaran tersebut menandakan game masih proses loading.  Kata kunci— PES 2020 MOBILE, User Experience, Cognitive Walkthrough ABSTRACTPES 2020 Mobile is a sports game that was just released in October 2019. This game belongs to the category of new types of games on the mobile platform so that it has the potential to have new users. The user experience is very important for the success of a game on the market, especially in the types of applications that have just been released. A poorly designed and not easy to use system will make it difficult for users to learn and operate it, thus making the system rarely used . In order to get a good user experience, an evaluation is needed. Cognitive Walkthrough Method is a user experience evaluation method where the evaluator gives a scenario-based assignment and some questions to game users to find problems that interfere with the learning process. This method is suitable for newly released systems because it can explore the user's cognitive processes when first using the system. Respondents used in this study were people who had never played the PES 2020 Mobile game. Overall the PES 2020 Mobile game is an easy game for new players to play. But in the initial appearance of the game (Start PES 2020) better to do repairs. Some respondents did not understand the button to enter the game because there was no written command to press the start button. There is only a circle button where most respondents think that the circle icon indicates the game is still loading.Kata kunci—  PES 2020 MOBILE, User Experience, Cognitive Walkthrough 


Author(s):  
Maulia Azqia Azqia

<p><em>The Covid-19 pandemic that has hit the world, including Indonesia, requires taking a stand in preventing wider transmission, including the education sector. In this regard, the Ministry of Education and Culture has taken a firm stance through several circular letters relating to education policies in the emergency period of the spread of Covid-19.</em><em> </em><em>The distance learning process is a solution that is not yet optimal in its implementation. There are things that must be considered in this distance learning, among others, the quality of teacher resources must be improved, both in terms of content and methodology as well as in terms of the use of information technology. In addition, students are also less active in participating in this distance learning, both due to an unstable internet network and in terms of providing a limited internet quota. The purpose of writing this article is to study and understand the problems in learning activities during a pandemic, namely distance learning so that students can participate actively and interestingly.</em><em> </em><em>This study used a qualitative and observative approach. The results of this study prove that distance learning (PJJ) during the Covid-19 pandemic caused various responses and changes to the learning system that could affect the learning process and the level of development of students in responding to the material presented. </em></p>


2021 ◽  
Vol 10 (2) ◽  
pp. 204-217
Author(s):  
Khoirotul Ni'amah ◽  
Hafidzulloh S M

Learning theory will make easier for educators to carry out the form of learning that will be implemented. This article will review the theory of cognitive learning and will provide a complete understanding and explanation so that it can be applied in learning activities. This study uses a qualitative approach and includes library research. The author tries and strives to collect library data related to the cognitive theory of J. Bruner, Ausubel, and Robert M. Gagne and their actualization in Islamic Education learning enriched from several academic sources both from books, scientific articles, previous studies and other scientific writings that related to the topic of this article. The results of this study are the cognitive theory developed by J. Bruner states cognitive processes are enactive, iconic, and symbolic; Ausubel said cognitive processes occur. Advanced organizer (initial arrangement), progressive differentiation, Reconciliation reconciliation (integrative reconciliation), consolidation; Robert M. Gagne states that cognitive processes are through receptors, sensory registers, short-term memory, long-term memory, and response generators. The learning process according to cognitivism is through the stages of assimilation, accommodation, and equilibration, namely the learning process is more directed. This is adjusted to the age of the students, so the stages are enactive, econic, and symbolic.


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