17 research outputs found

    Learning in hybrid spaces as a technology-enhanced outdoor learning: Key terms

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    One of the ideas for improving urban green spaces is adding to them a virtual dimension, or - in other words - equipping them with some kind of technological infrastructure. Such spaces, combining a nature with technology, are named in many terms, e.g. outdoor cyber-mediated spaces, technologically enhanced urban green spaces, blended digital/urban green spaces or - what is the most precise - hybrid spaces. Hybrid space is quite innovative solution, because traditionally the natural environment and digital domains are seen as distinctly different. In addition, researchers agree that hybrid spaces offer an attractive learning context. Although little is known about learning in hybrid spaces. This paper defines learning in hybrid spaces as a technology-enhanced outdoor learning and discusses contextual key terms as technology-enhanced learning and outdoor learning, and also technological requirements for technology-enhanced outdoor learning, selected technologies of technology-enhanced outdoor learning such as personal digital assistant, e-library, quick response codes, Kinect-laptop-integrated system, geographic positioning system, digital textbooks, cloud computing; and finally design guidelines for technology-enhanced outdoor learning. This can be useful for anyone interested in educational use of hybrid spaces

    Does cyberspace increase young children's numerical performance? A brief overview from the perspective of cognitive neuroscience

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    The neural link between numbers and praxis is not only concerned with conditions for the processing of numbers, but also with the process of acquiring mathematical competences. From the perspective of cognitive neuroscience, finger training thus becomes an important element of the process of teaching young children maths. Cyberspace may become an excellent space for such training. Most often, young children have access to it through touchscreen tools (e.g. tablets or smartphones) – in other words, tools that make it possible to take part in various finger games via mobile apps. To shed some light on this issue, we investigated mobile apps available for children and directed at finding examples of mobile apps that can increase children's numerical performance not through performing mathematical operations, but through finger training; in other words, apps that can be directed at young children (who do not perform mathematical operations yet). Sharing the example of this type of mobile apps can be useful for both parents and teachers of young children

    Does the human brain really like ICT tools and being outdoors? A brief overview of the cognitive neuroscience perspective of the CyberParks concept

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    The paper presents an overview of the latest studies on cognitive neuroscience that can help evaluate concepts that promote technologically-enhanced outdoor activities, such as CyberParks. The following questions are asked in the paper: does the human brain really like ICT tools? Does the human brain really like being outdoors? And finally: does the human brain really like technologically-enhanced outdoor activities? The results of the studies presented show that the human brain does not like ICT tools yet, it likes being outdoors very much. At the same time, it was shown that outdoors activities may be encouraged by ICT tools, yet outdoors activities themselves should be free from ICT tools. Using ICT tools and physical activity at the same time is a dual task, a type of activity that leads to cognitive and physical processes being destabilised, which leads to weakened effects of both cognitive and physical tasks. From the perspective of cognitive neuroscience, CyberParks are not a solution that the human brain really likes. Another issue is also discussed, namely: do technologically-enhanced outdoor activities—such as in CyberParks—really increase the quality of life

    Does the human brain really like ICT tools and being outdoors? a brief overview of the cognitive neuroscience perspective of the CyberParks concept

    Get PDF
    The paper presents an overview of the latest studies on cognitive neuroscience that can help evaluate concepts that promote technologically-enhanced outdoor activities, such as CyberParks. The following questions are asked in the paper: does the human brain really like ICT tools? Does the human brain really like being outdoors? And finally: does the human brain really like technologically-enhanced outdoor activities? The results of the studies presented show that the human brain does not like ICT tools yet, it likes being outdoors very much. At the same time, it was shown that outdoors activities may be encouraged by ICT tools, yet outdoors activities themselves should be free from ICT tools. Using ICT tools and physical activity at the same time is a dual task, a type of activity that leads to cognitive and physical processes being destabilised, which leads to weakened effects of both cognitive and physical tasks. From the perspective of cognitive neuroscience, CyberParks are not a solution that the human brain really likes. Another issue is also discussed, namely: do technologically-enhanced outdoor activities—such as in CyberParks—really increase the quality of life?The study was supported by European Cooperation in Science and Technology Action: Fostering knowledge about the relationship between Information and Communication Technologies and Public Spaces supported by strategies to improve their use and attractiveness (CYBERPARKS) (TUD COST Action TU1306).peer-reviewe

    Physical Activity With Eduball Stimulates Graphomotor Skills in Primary School Students

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    Despite the general agreement that the interdisciplinary model of physical education (PE), based on the incorporation of core academic subjects into the PE curriculum, stimulates the holistic development of students, there is still a lack of methods for its implementation. Therefore, Eduball was created, i.e., a method that uses educational balls with printed letters, numbers, and other signs. Numerous studies have shown that children participating in activities with Eduballs can develop their physical fitness while simultaneously improving their academic performance, particularly in math and language, including some writing skills. However, little is known about the effects of Eduball on children’s graphomotor skills, which are key for the academic performance of students throughout the entire schooling process. Here, we investigate whether 6-month participation in PE with Eduball stimulates graphomotor skills in primary school students, such as drawing prehandwriting letter patterns on unlined or lined paper and rewriting text on unlined or lined paper. Our results show that the Eduball class (N = 28) significantly improved these skills compared to the control class (N = 26) participating in traditional PE. For example, students from the experimental group wrote with a lower pen pressure and better stability of the line, in contrast to those from the control group. Therefore, this study demonstrates that the Eduball method successfully supports teachers in developing graphomotor skills in children. More broadly, our findings make clear once again that there is the need to integrate physical and cognitive development in education, which can be achieved by using an interdisciplinary model of PE

    We Do Not Like It: A Likert-Type Scale Survey on the Attitudes of a Young Population towards the Transhumanistic Theory of Education

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    Transhumanists assume that future education may be purely based on technological stimulation. The question is: Do potential clients of education “like” such vision? In order to check this, we asked over one thousand two hundred young Poles to evaluate their identification with the transhumanistic theory of education. The results are quite surprising: its show that they disagree with the assumptions of this theory, while they rather agree with the postulates of more traditional (and no technology-based) concepts of education

    Eduball method and teacher types

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    Eduball method and dual-task costs

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    Learning in CyberParks. A theoretical and empirical study

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    The theoretical part of the book shows that learning in CyberParks takes the form of technology-enhanced outdoor learning and is an element of smart learning, i.e. the latest concept of ICT-supported learning. Learning in CyberParks can also become an element of smart education – a concept of formal learning in the smart city. Learning in CyberParks is supposed to provide students with contact with nature and stimulate them to be physically active. It is thus a type of a dual-task. Studies in cognitive neuroscience suggest that this type of cognitive-motor interference can expose students to a motor danger and weaken their cognitive capabilities. If this was the case, the idea of learning in CyberParks would need to be modified. In order to solve this, two experiments with the use of mobile EEG were carried out. The empirical part of the book indeed shows that during dual-tasks in CyberParks students are less focused and more stressed, and the dynamics of attention and meditation ceases to reflect the dynamics of the cognitive task. Thus, before CyberParks become learning spaces, the idea of CyberParks has to be modified. The cognitive activity intended in CyberParks should be separated from physical activity. When learning in CyberParks, one should be sitting and using applications that do not require movement. Staying close to nature improves the functioning of the brain, therefore such learning is more effective than that carried out indoors. It is also more healthy. When designing CyberParks, one thus has to think not only about the technological infrastructure, but also about making spots for using ICT while sitting available. In this approach, learning in CyberParks becomes an important concept that can be used in practice in order to provide an answer to numerous problems of contemporary educational institutions, related to students’ lack of contact with nature and consolidation of their sedentary lifestyle

    Reverse effect of home-use binaural beats brain stimulation

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    Abstract Binaural beats brain stimulation is a popular strategy for supporting home-use cognitive tasks. However, such home-use brain stimulation may be neutral to cognitive processes, and any intellectual improvement may be only a placebo effect. Thus, without belief in it, it may bring no benefits. Here we test 1000 individuals at their homes as they perform a two-part fluid intelligence test. Some took the second part listening to binaural beats, while others took it in silence or listening to other sounds. The binaural beats group was divided into three subgroups. The first one was informed that they would listen to sounds that improve the brain's work, the second that neutral sounds, and the third that some sounds the nature of which was not defined. We found that listening to binaural beats was not neutral, as it dramatically deteriorated the score irrespective of the condition. Silence or other sounds had no effect. Thus, home-use binaural beats brain stimulation brings reverse effects to those assumed: instead of supporting the effectiveness of cognitive activities, it may weaken them
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