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Problem-based learning and proprioception / by Boris Ebersek.
- Format:
- Book
- Author/Creator:
- Ebersek, Boris, author.
- Language:
- English
- Subjects (All):
- Problem-based learning.
- Cognitive learning theory.
- Educational psychology.
- Physical Description:
- 1 online resource (ix, 215 pages) : illustrations
- Edition:
- 1st ed.
- Place of Publication:
- Newcastle upon Tyne, UK : Cambridge Scholars Publishing, 2018.
- Summary:
- Contemporary teaching and learning methods based on cognitive neuroscience deal with such questions as "How do we think?" and "How do we learn?" or "How does the human memory work?". Innovative approaches in this field tackle the subject of human mentality by connecting discoveries from a range of disciplines that shed light on cognitive occurrences and the learning process. Especially over the last decade, one of the key trends in this field has focused on the connection between humans and machines (technologies) and, more concretely, on the link between human and artificial intelligence. Contemporary technologies based on AI will undoubtedly play a critical role in shaping the society of the future.This book, which is the final part of a trilogy on research in the area of philosophy of education, following Virtual Teacher: Cognitive Approach to e-Learning Material, and Cognitive Education and Transdisciplinary Models for Teaching, embarks on an ambitious journey of providing potential explanations of how to optimally meet the needs and requirements of our future society. Thus, the primary purpose of this book is to shed light on issues related to teaching and learning based on contemporary trends and approaches from the field of information and communication technologies and artificial intelligence. Furthermore, it relates the above to the set-up of modern learning environments, whether they are referred to as intelligent learning materials (e-learning materials), intelligent tutoring systems (ITS), or learning management systems (LMS). With this in mind, a universal meta-model (cognitive machine) for a contemporary transdisciplinary learning strategy is proposed here, based on cybernetic theory and methods of AI. The book may well provoke cognitive dissonance and intellectual unease, as it explores cognitive theories and inspires researchers
- and teachers to update and invigorate some of the theories that have been embedded in their minds since their own school years. In order for this to happen, it provides readers with many valuable insights and introduces new experiences resulting from alternative teaching practices.
- Contents:
- Intro
- Table of Contents
- Acknowledgements
- Foreword
- Chapter One
- Chapter Two
- 2.1 Learning and Human Personality
- 2.2 Cognitivism and connectionism
- 2.3 Connectionism and cybernetics
- 2.4 Education
- 2.5 Successful competence-based learning
- 2.6 Brain-based learning
- 2.7 Successful teaching
- 2.8 Didactics of learning theory
- 2.9 Conclusion
- Chapter Three
- 3.1 Cognitive learning theory
- 3.2 Learning and cognitive modelling
- 3.3 Neuroscience, learning and memory
- 3.4 Cognitive architecture
- 3.5 Cognitive modelling
- 3.6 Conclusion
- Chapter Four
- 4.1 Network systems
- 4.2 Connectionism and symbolic systems
- 4.3 Genetic algorithms
- 4.4 Forerunners of connectionism
- 4.5 Connectionist networks
- 4.6 The dynamic of connectionist
- 4.7 Re-emergence the new connectionism
- 4.8 Transferring theory into educational practice
- 4.9 Conclusion
- Chapter Five
- 5.1 Exploring consciousness
- 5.2 Formalization of consciousness
- 5.3 Reality, space and time
- 5.4 Quantum consciousness and learning
- 5.5 The mind and body problem
- 5.6 The computer model of the mind
- Chapter Six
- 6.1 Some definitions of cybernetics
- 6.2 The roots of cybernetics
- 6.3 The background of new-age cybernetics
- 6.4 Fourth-order cybernetics: an integrated theory
- 6.5 Constructivist epistemology
- 6.6 Society as cybernetic system
- 6.7 Cybernetics, learning and cognition
- 6.8 Cybernetics, learning and AI
- 6.9 Second-order 4.0 cybernetic learning algorithm
- Chapter Seven
- 7.1 Knowledge, skills and competences needed in the future
- 7.2 Gamification and game-based learning
- 7.3 Education 4.0
- 7.4 Learning environments and learning management systems
- 7.5 (ITS) based on intelligent solution: LE_LMS_AI
- Chapter Eight
- Literature
- Index.
- Notes:
- Description based on print version record.
- ISBN:
- 1-5275-1479-X
- OCLC:
- 1046634242
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