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IS ABSOLUTE PITCH A SPECIAL ABILITY OR SOMETHING WE ALL HAVE? A REVIEW BASED ON GENETIC, NEUROSCIENTIFIC AND EXPERIMENTAL PSYCHOLOGICAL FINDINGS
69-75Views:167Absolute pitch (AP), the ability to identify and produce musical pitches without a reference point, is extremely rare and is considered to be a special ability. Although research has focused on this topic for decades, there is no consensus about why AP only occurs in 1 out of 10.000 individuals and how it is acquired. Therefore, the present article aims to review and reconcile the previous findings in order to understand the potential contribution of training and genetics in AP acquisition. Based on experimental psychological and genetic findings, it is concluded that although some components of AP are implicit and exist in the general population, both early musical training and genetic factors are crucial for AP development. This conclusion is supported by neuroscientific findings that provide evidence for differences in activations in specific brain areas between AP possessors and non-possessors.
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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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XAMINATION OF READING SKILLS IN PATIENTS WITH APHASIA USING THE THREE-WAYS READING TEST
87-116Views:169Aphasia is an acquired disorder of previously intact language ability that can affect both oral and written language (Osmanné, 1997, Gósy, 2005). Whilst there are a few fairly useable methods available that can provide a global and true picture of the patient’s linguistic abilities in oral language (Osmanné, 1983, 2007), there is only one assessment method in use in Hungarian for measuring the reading skills and it is a part of the Western Aphasia Battery (Net 1). This assessment does not enable unambiguous interpretation at several points, the scoring method is sometimes not clear and most importantly the results do not mirror the patient’s performance that had been previously observed. This is why we have decided to develop a new diagnostic test.
Our investigation of the reading process in aphasia is based on Ellis and Young’s theory of the dual-route model (Ellis, 2004). Our aim was to assess the patients’ performance in each reading process (route) so a therapy method can be created that is based on the intact reading process and supports the recovery of the damaged routes.
The data for our pilot study were collected from patients who had both motor and sensory disturbances with motor dominance. The use of our testing method was smooth and easy in practice. The results confirm that the method is suitable to use in measuring the performance on different reading routes that can give guidance in designing the treatment approach.
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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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INTERACTIONS OF ANXIETY DISORDERS AND SCHOOL ACHIEVEMENT
59-75Views:848A recent study has aimed to investigate the relationship between anxiety, social skills, cognitive abilities, and the advancement in education. This is a pilot study intended to analyze the data of 10 students (age of 9 and 17 years) from the planned study of 200 students. The data collection method is secondary. As for the first results, the prevalent correlation of anxiety and low level of social skills is likely to observe. This may impair the success of adequate educational development, due to the frequent school absence and the psychical overload.
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THE IMPORTANCE OF PLAY - THE USE OF GAMES BY SPECIAL EDUCATIONAL NEEDS TEACHER AND MAJORITY TEACHERS IN LESSONS
7-26Views:1131Nowadays, the priority task of pedagogy is to develop skills and basic competencies, because these are necessary for a successful teaching-learning process. In contrast to the traditional frontal education, which the learners treat as a passive recipient. The current education places more and more emphasis on exploration, action-based learning, and knowledge acquisition based on one's own experiences, which can be based on play and playful activity. Gameplays a key role in the development of skills and personality, so in this research, we examine the role of game in the teaching of typical and learning disabilities children. During the study, we used an online questionnaire, which was sent to special educational needs teachers and the majority of teachers working in schools in Hajdú-Bihar and Szabolcs-Szatmár-Bereg counties (N = 102 people). The distribution of the answers was even for each grade and school type, so we were able to form groups of 25 and 26 people. Our results reflect a different teaching method because special educational needs teachers use games much more often in their work and spend much more time on them compared to the majority of teachers. Special educational needs teachers attribute much more developmental effects to the game, so they use it more often in upper grades as well. The majority of teachers are dominated by info-communication tools, while special educational need teachers use several self-made tools. In terms of methods, teachers consider differentiation to be paramount, followed by an illustration and cooperative learning, while playing came in fourth place.
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DEVELOPMENT OF LOGICAL-MATHEMATICAL ABILITIES OF HEARING IMPAIRED STUDENTS THROUGH THE USE OF BOARD GAMES
5-16Views:153Students with hearing impairment can be successful at and enjoy studying mathematics. Our research focuses on studying the effectiveness of using board games in developing basic mathematical skills and logical thinking in students with hearing impairment. Sample: n = 10 (2 females, 10 males) hearing impaired pupils (average age = 11,6 years). Method: an examination of logical-mathematical abilities before and after development. Result: strategic and logic-based games significantly impacted the development of mathematical skills and knowledge acquisition in mathematics.