The document is an online lecture about cognitivism presented in 10 sections that cover: 1) what cognitivism is, 2) representative theorists, 3) factors influencing learning, 4) the role of teachers, 5) the role of students, 6) types of learning explained by cognitivism, 7) strategies used to exemplify cognitivism, 8) strengths and weaknesses, 9) implications for education, and 10) references. The lecture utilizes video, audio, and interactive elements to engage learners on the key concepts of cognitivism.
El documento describe un programa de campismo escolar dirigido por profesores de educación física especializados en campismo. El programa busca que los niños experimenten actividades recreativas en la naturaleza que favorezcan su desarrollo físico, intelectual y social a través de la cooperación y el respeto, aprovechando la relación más estrecha entre los alumnos y la naturaleza que permite el campismo.
The document describes a card game called "Learning Man" that was created to exemplify the principles of behaviorism. It discusses the basic strategies used in behaviorism to increase desirable behaviors through reinforcement and decrease undesirable behaviors through punishment. It also covers the implications of applying behaviorism in educational settings, such as designing instruction to elicit observable behaviors from students and basing lessons on reinforcement, as well as the importance of varying reinforcements and punishments. Behaviorism is often consciously or unconsciously used in classroom settings.
The document discusses cognitive views of learning, including definitions of cognitivism. Cognitivism sees learning as an active process that occurs in the mind of the learner. It is concerned with how learners process and organize new information. The information processing model of cognition describes how information moves from sensory registers to short-term and long-term memory through the processes of attention, encoding, storage and retrieval. Strategies like rehearsal and elaboration can help move information from short-term to long-term memory. The document also discusses organizing strategies teachers can use to facilitate meaningful learning.
Rene Magritte is an impressive artist who sparked the writer's interest in surrealism at a young age through his painting "La Trahison des Images". The writer enjoys interpreting the hidden meanings in Magritte's works and finding the underlying messages. In particular, the writer likes how Magritte uses recurring objects like pipes, apples, and men in hats in unique ways that allow for fresh interpretations. Comparing how the same objects are portrayed differently provides stimulation. Rene Magritte remains the writer's favorite artist for his style that engages the imagination and his creative use of repetition.
Schools should ban serving fast food and other unhealthy options in their cafeterias for students' health and well-being. Consuming fast food and junk food regularly can negatively impact students' health by increasing risks of diseases and obesity. It can also influence students to develop unhealthy eating habits and preferences over time if that is primarily what is available and normalized at school. While personal freedom of choice is important, schools have a responsibility to protect students and establish healthy environments and behaviors during their critical years of growth and development.
This document outlines a STEAM education project that uses art and creativity to teach physics concepts. It discusses the need for the project due to declining student interest in science. The theoretical background explains how STEAM (Science, Technology, Engineering, Art, and Math) education and Physicasso (Physics and Picasso) can be used. The classroom environment would utilize software like Scratch and games, as well as hands-on hardware and a facilitator teacher. An example class combines science, technology, and art concepts to have students design and build a miniature washing machine. The conclusion emphasizes how STEAM can cultivate interest in science through art and help develop convergence talents.
The document outlines a reality TV program about parents struggling with their children's behavior. It features famous scholars on learning theories, B.F. Skinner and Albert Bandura, who apply their theories to help solve various child behavior problems. The program follows Skinner and Bandura as they discuss their theories of behaviorism and social learning theory. It then depicts scenes showing Skinner and Bandura's theories applied to problems like potty training and violence, to determine which theory succeeds in resolving the issues.
The document outlines a reality TV program about parents struggling with their children's behavior. It features famous scholars on learning theories, B.F. Skinner and Albert Bandura, who have differing views on behaviorism and social learning theory. The show follows Skinner and Bandura as they advise parents on various problem situations, with their theories put to the test to see which approach succeeds in resolving each issue.
The document outlines a reality TV program about parents struggling with their children's behavior. It features famous scholars on learning theories, B.F. Skinner and Albert Bandura, who apply their theories to help solve various child behavior problems. The program follows Skinner and Bandura as they discuss their theories of behaviorism and social learning theory. It then depicts scenes where their theories are applied to problems like potty training, violence, and sleeping issues, to determine which theory succeeds in resolving the problems.
6. SOC
캠프 일정-1박 2일
첫째 날
둘째 날
시간
활동
시간
11
집합 및 숙소 배정
7
12
점심식사
8
13
선생님들과의 인사
학생간의 자기소개 레크리에이
션
9
어제 배운 내용 복습하기
10
11
학습 프로그램3
10 10 Retrieval: “내 머릿속의 외
장하드”
12
앞으로의 학습 계획과 다짐: 적용
하기
13
귀가
14
15
16
학습프로그램 1
Chunking: “묶어야 산다!”
17
저녁식사
18
활동
기상 및 아침운동, 아침 식사
학습 프로그램2
Rehearsal: “Rehearsal 완전정복”
19
21
간식 시간
:오늘 배운 내용 게임을 통해 복습
하기
22
취침
20
6
8. SOC
프로그램 구성
Gagne의 9가지 교수사태를 활용한 수업
01.
02.
08.
07.
주의
획득하기
수행
평가하기
학습자
에게 수업목
표 알리기
피드백
제공하기
03.
선수학
습 회상 자극
하기
06.
수행
유도하기
04.
자극
제시하기
05.
학습 안
내 제시하기
09.
파지
전이하기
8