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These domains are used by educators to structure curricula, assessments, and teaching methods to foster different types of learning. The cognitive domain, the most widely recognized component of the taxonomy, was originally divided into six levels: Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation.
The term is introduced in Mark Johnson's book The Body in the Mind; in case study 2 of George Lakoff's Women, Fire and Dangerous Things: and further explained by Todd Oakley in The Oxford handbook of cognitive linguistics; by Rudolf Arnheim in Visual Thinking; by the collection From Perception to Meaning: Image Schemas in Cognitive Linguistics ...
The McCarthy Scales of Children's Abilities has been used in many different research studies: ". . . use to evaluate the effects of nutritional supplements given to nursing mothers on the development of the nursing infants, the effects of air-pollution on children's cognitive developments, and the effects of early intervention on the cognitive development of preterm infants."
Piaget argued that developments in domain-general cognitive architecture drives learning and conceptual change in his theory of cognitive development. [17] Similarly, Spearman proposed an underlying, domain-general g-factor (general intelligence) to explain one's performance on all types of mental tests.
However, they now can think in images and symbols. Other examples of mental abilities are language and pretend play. Symbolic play is when children develop imaginary friends or role-play with friends. Children's play becomes more social and they assign roles to each other. Some examples of symbolic play include playing house, or having a tea party.
Important to this perspective is the idea that such cognitive processes are domain-general, and are applied to learning many different kinds of information in addition to benefiting word acquisition. [5] This perspective contrasts the grammatical cues perspective, which emphasizes characteristics of the language input as a source of development.
Learner characteristics and cognitive learning outcomes have been identified as the key factors in research on the implementation of games in educational settings. In the process of learning a language through an online game, there is a strong relationship between the learner's prior knowledge of that language and their cognitive learning outcomes.
The child selects several pictures from a selection that are needed to complete the story and places them in the correct location. Learning/Glr. Atlantis: the assessor teaches the child nonsense names for pictures of fish, shells and plants. The child then has to point to the correct picture when read out the nonsense name.