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ABILITY DEVELOPMENT GAMES FROM ASPECTS OF IPOO-MODELL: THE POSSIBILITY OF DIAGNOSTICS INTEGRATED IN DEVELOPMENT
55-66Views:1550According to Mező's IPOO-model of learning, learning is a kind of information processing, which has got four different, but a related component. These components are input, process, output, and organization. This model is useable to analyzing and to diagnostic and to develop a wide range of learning phenomenons (from personality development to the development of learning strategies and abilities). The present study gives a short summarize of possibilities of ability diagnostics and development in the theoretical frame of the IPOO-model.
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CHANGING THE NUMBER OF CHILDREN AND STUDENTS WITH SPECIAL EDUCATIONAL NEEDS IN SCHOOL YEARS 2009/2010 AND 2019/2020
19-29Views:1041The goal of the present study is to analyze the changing number of children and students with special educational needs in the 2009/2010 and 2019/2020 school years. Sample: 77 844 children/students in the 2009/2010 school year, and 91 331 children/students in the 2019/2020 school year. Method: Secondary data collection was applied with the data of the Hungarian Central Statistic Office. Descriptive statistics and a chi-square test was used for data analysis. Results: the number of children and students with special educational needs increased: the difference was more than ten thousand people. The results can be used from the teaching of special educators to the support of children with special needs and their teachers, special educators, and families.
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CHANGING OF CHOICES OF DAY-NURSERY AND FAMILY CARE AMONG THE YEARS 2006-2016
19-28Views:322The aim of this study is to explore the correlations between the number of day-nurseries (n = 543-755) and family daycare (n = 60-1195) operating between 2006 and 2016, as well as the number of children (n = 1313960). The study used secondary data collection (data made public by the Central Statistical Office) to prepare for data analysis. Our results show strong rank correlations (rs >0,9; p ≤ 0,05) among the years and the number of day-nurseries and family daycares, and the number of children enrolled in these.
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REVISION OF HUNGARIAN VERSIONS OF THE ALTERNATIVE USES AND CIRCLES CREATIVITY TESTS IN CASES OF ELEMENTARY AND SECONDARY SCHOOLS STUDENTS
41-47Views:1034Although time plays a role as a latent or explicit factor in all creative processes, a direct examination of the role of time occurs less frequently in creativity research (Mező K., 2017; Mainemelis, 2002; Runco, 1999). This study focuses on the revision of Hungarian versions of creativity tests because the last standardization of these tests had been for more than 30 years. The applied tests were the Alternative Uses Test (as verbal creativity test), the Circles Test (as a figural test), and the Raven nonverbal intelligence test (as a complementary means of study). The sample of this study was 1363 elementary and secondary school students, whose 35331 responses were recorded and analyzed. According to the results, the differences in scores of the old and new (revised) evaluation tables of all tests and age groups are significant (p ≤ 0,05). From the viewpoint of the revised scores, there is a significant difference with respect to fluency, originality, and flexibility in both tests and all age groups. However, the differences in scores of other indicators (average originality, relative flexibility, and revised average originality) are not significant.
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INNOVATION AND TALENT DEVELOPMENT: THE INNOVATION PROGRAM OF K+F STUDIO LTD.
85-88Views:304In this paper, we show the Innovation Program of K+F Studio. The Innovation Program is a forum for young talents realized in the frame of the NTP-PKTF-17-0017 project.
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THE "INNOVATIONS FOR SUSTAINABLE DEVELOPMENT" BOARD GAME MADE IN THE FRAMEWORK OF THE PROJECT "T.É.M.A." OF THE KOCKA KÖR ASSOCIATION
143-149Views:159This article gives a short introduction to the board game "Innovations for sustainable development" and the project "T.É.M.A." (NTP-INNOV-22-0095) of the Kocka Kör Association (Hungary) in which frame this game is born. This board game aims to inspire innovative thinking in the area of sustainable development. The winner is who can play, learn and create ideas during interactions with others. By stimulating innovative thinking, the board game can be a tool for talent development.
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THE POSSIBILITIES OF MUSEUM PEDAGOGY AND TALENT DEVELOPMENT IN A VIRTUAL MUSEUM
89-99Views:446The present study compares the real and the virtual museums from viewpoints of foundation and operating, visitor experiences, safety and security, and museum services. At the end of the study, there are examples of the pedagogical (e.g. talent developmental) possibilities of a Virtual Museum from the aspect of education, development of cognitive abilities and personality, and the methodological development and the incentive of achievement.
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TOWARD TO THE NEXT GENERATIONS OF INNOVATORS -THE TALENT DEVELOPMENT PROGRAM OF THE K+F STÚDIÓ
111-113Views:161The aim of this article is to show a talent development program of the K+F Stúdió. In this program young students and scientists plan and public own innovations, and they take part in courses and meetings, and conferences about innovations.This program is realized by K+F Stúdió with support of NTP-PKTF-17-0017 project.
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CONCURRENT VALIDITY OF MEASURING AND ESTIMATING METHODS OF THE ORIGINALITY
27-38Views:449In this study, we focus on the methodological problems of measurement and estimation of originality. In the first part, we introduce some score systems which are applied by creativity tests, and we highlight the possibilities and the dangerous sides of estimation scales of originality. The second part of this study shows a concurrent validity examination (n=127). Applied tests and variables are originality indexes of the Tóth’s Estimation Scale of Creativity (TKBS) and the Unusual uses and the Circles tests. Results: about r = 0,2 significant (p≤0,05) correlations were among the originality scores – it is not enough from the aspect of concurrent validation.
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ART DIAGNOSTIC INSTRUMENTS FOR EDUCATION WITH ARTS
91-102Views:359The present study is about the introduction of art diagnostic instruments that are attached of education with arts, which may be suitable for assessing pupil’s abilities in a pedagogical-psychological context. The study also provides a brief overview of the diagnostic instruments available in the visual arts.
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THE OXIPO GAME COLLECTION FOR DEVELOPING COGNITIVE ABILITIES
63-73Views:1328This study is a presentation of the first phase of a complex research project which aims to present the theoretical background of a new game collection (based on OxIPO model). We have compiled a game collection to improve cognitive abilities in early childhood. Concerning cognitive abilities, Affolter's (1972), Sindelar's (1994) and others' earlier developmental approaches took into account visual, auditive or motoric (inter) modalities of perception, however, we believe we need a more complex model to cover the full capability. Within the framework of the OxIPO model (Mező, 2002, 2016), learning is interpreted as an information processing process. In the OxIPO model (Field, 2002, 2016), Learning = Organization x (Input + Process + Output) allows us to control and systemize not only the input modalities but also the output modalities and also to interpret some cognitive abilities in the process phase. We have created a game-collection based on six input (visual, auditive, kinesthetic, olfactory, gustatory, and tactile) modalities and five cognitive abilities (perception, attention, memory, conceptual thinking, problem-solving thinking) and three output (visual, auditive, motoric) modalities. The outcome of the six input modalities and the five target abilities and the three output modalities there are 90 different games that can be described by the OxIPO model. In the future, we would like to prove with empirical studies that this game collection can be used for testing and developing 90 independent cognitive abilities. On the other hand, we need to prove that these cognitive abilities indeed influence the daily lives of children and their effectiveness.
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INNOVATION PORTFOLIOS OF AN INNOVATION CLUB
69-76Views:183The Innovation Club of the Hungarian K+F Studio Ltd. is a special talent development program for young adults, which program was realized in the frame of a project of National Talent Program (project code is NTP-PKTF-17-0017). One of the results of this program project is an e-book, which contains young adults' (n=42) innovational portfolios. This article summarizes the experiences of this program and book.
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MANIFESTATION OF AGGRESSION IN THE CREATIVITY TESTS
43-55Views:431Although the research of interaction of aggression and creativity dates back to the beginning of the early 1900, the possibility of creativity tests to use to examine aggression is novel. In the present study (as a pre-study of long-term research which aimed to create and validate an aggression index) we focus on frequency and correlations of aggressive responses which manifest in creativity tests. Methods. We analyze the differences and correlations of a number of aggressive responses which were given to stimuli the Unusual Uses and the Circle test (verbal and nonverbal creativity tests; N = 356 people). According to our results, the numbers of aggressive responses to the different stimuli of creativity tests: a) are significantly different (p<0,001), b) do not correlate with each other widely (max r=0,414), c) depend on sample-variables of gender and age. In the case of creativity tests, we think it is possible to elaborate on a special aggression index, but during this work, we have to consider the results of this study.
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INNOVATION STUDIUM (2020/2021)
135-136Views:157Workshop description of the "Innovation Studium (2020/2021)"
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’LEARNING AND SOCIETY’: INTERDISCIPLINARY INTERNATIONAL CONFERENCE (2022)
165-167Views:143Conference
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CONFERENCE ABOUT THE LEARNING AND THE SOCIETY
113-118Views:140The Eszterházy Károly Catholic University was the place of the "Learning and Society" Interdisciplinary International Conference on 10-12. November 2022. In this conference, 161 presentations of 331 participants from 12 countries were published their presentations in 16 sections. This event was realized in the frame of Project MEC_SZ_141117 that project has been implemented with the support provided by the Ministry of Innovation and Technology of Hungary from the National Research, Development and Innovation Fund, financed under the MEC_SZ_21 funding scheme. The present study is a short report about this conference.
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INVITATION FOR ’LEARNING AND SOCIETY’ INTERDISCIPLINARY INTERNATIONAL CONFERENCE (2022)
137-139Views:121Invitation
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REPORT ABOUT THE "IN THE FOCUS IS: THE INNOVATION" CONFERENCE
89Views:109REPORT ABOUT THE "IN THE FOCUS IS: THE INNOVATION" CONFERENCE
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A PROPOSAL TO SYSTEMATIZE FREQUENTLY CONCEPTS IN THE FIELD OF CAREER GUIDANCE
7-19Views:257In the Hungarian language, there are more concepts in connection with career guidance, but their meaning and relation with each other sometimes seem not clear enough. The present paper: a) highlights that their hits numbers are different in the cases of seeking in Google, MATARKA, and EPA databases too, b) tries to find the causes of its different hits numbers, c) suggests a possible solution for systematizing of these concepts.
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III. INTERNATIONAL INTERDISCIPLINARY CONFERENCE
83-87Views:146III. INTERNATIONAL INTERDISCIPLINARY CONFERENCE
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’LEARNING AND SOCIETY’ INTERDISCIPLINARY INTERNATIONAL CONFERENCE (2022)
155-157Views:139CALL FOR ’LEARNING AND SOCIETY’ INTERDISCIPLINARY INTERNATIONAL CONFERENCE (2022)
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CORPORATE TALENT STRATEGY
19-34Views:147This paper summarizes the key problems and opportunities of the corporate talent strategy. The corporate talent strategy can be a part of the Corporate Social Responsibility (CSR) and/or the Human Resource Management, and it can be profitable, and it can determine the future of an organization, too.