Problem-based learning and proprioception /
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 subj...
Clasificación: | Libro Electrónico |
---|---|
Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Newcastle upon Tyne :
Cambridge Scholars Publishing,
2018.
|
Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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 systems4.3 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 cybernetics6.4 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