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  • SCHOOL LIBRARY IN THE 21ST CENTURY
    109-119
    Views:
    248

    The study deals with a possible new library pedagogic function of school libraries, and the presentation of the library as a development pedagogic arena. The study analyzes the points of synergy between the professions of librarian and developmental pedagogue, the traditional and innovative tasks of elementary school libraries, as well as developmental pedagogic opportunities that appear in the process of teaching-learning, learning development, and information searching. The aim of the study is to show how the school library, as a renewable development-assisting information center, can effectively carry out its mission according to its traditional function, at the same time, expanded with new content that meets the expectations of the 21st century, it becomes an interesting arena to promote the development of student abilities.

  • THE OXIPO GAME COLLECTION FOR DEVELOPING COGNITIVE ABILITIES
    63-73
    Views:
    1190

    This 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.