computerized health program. This program can
cover basic demographic and pediatric data,
collecting cognitive testing information, forwarded
to eliciting processes and returning therapeutic
interventions prescribed by specialists.
This work describes the neuroinformatic
architecture proposed jointly by a partnership of the
Laboratory of Cognitive Neuropsychology and
Neuroscience (NEUROLAB-INES) and
Neuroinformatics Laboratory at the Electronic
Computing Center of the Federal University of Rio
de Janeiro (Neurolog-REDE-NCE/UFRJ). This
architecture is being applied to several
neuroinformatic platforms for mental health care
such as TUIA (abused children) NEUROLOG-IBC
(blind) NEUROLOG-INES (deaf) and ESGRIMA
(public education). The platforms are fitted with
demographic data for children and support
neuropsychological testing and gaming for
neuropedagogical intervention. Those specialized
software programs are being developed as several
M.Sc. and B.Sc. works that follow and make use of
the architectural specifications.
The cognitive functions are fundamental
structures forming the base to whole mental
operations. So that, they are essentials components
to intellectual activity. Those functions qualify us to
perceive, to elaborate and express information. The
cognitive functions are the outline of the thought and
are continually structuring, adapting and
accomodating in the different interaction manners
with the environment.
Since cognitive styles are particularly configured
in each person, a wide plethora of learning strategies
should be considered for cater to each individual
requirement. In substitution to this costly approach,
psychological research has brought forward
metacognition as a more efficient solution.
Metacognition is a innate mental process controlling
the acquisition of knowledge and can be fairly
developed across individual particularities of
cognition process. This work proposes a
metacognitive architecture to convey
neuropedagogical interventions and improve the
cognitive development through metacognitive
design guidelines (Kirsh, 2005) and cognitive
modelling (Bandura).
Children usually present learning problems at
schools due to (among other reasons) the low
development of cognitive processes (Barkley, 2002),
(Rotta, 2006). This way, the construction of a
computer tool focused on the development of
cognitive processes (Eyesenck, 2005) is an essential
component in the psychopedagogic process and in
the total development1 of the child.
2 GOALS
This paper proposes a software architecture and an
efficient computer environment that helps children
among 7 to 12 years old with problems in
cognition's full development. Neuropedagogical
intervention largely relies on metacognition. This
works study metacognitive design as source of
learning acceleration and rule formation.
The metacognitive design becomes a crucial tool
in the construction of any computer environment
where the goal is to achieve metacognition, because
it is the individual's first contact with the
environment, becoming the essential link for the
conducting thread. A neuropedagogical intervention
based on these design principles, align itself with the
metacognition's goals.
Several educators have already highlighted the
importance of the child game as a help on the
development and child education. The game is a
great resource of development (Vygotsky, 2007),
since in the game universe the child smartens his/her
curiosity, models his/her acting, takes initiatives,
develops self-confidence, language, thoughts and
concentration. Activities with games permit to work
the liberty of choice, in which the child chooses for
living in some situation, works the imagination,
creativity, agility, reasoning, limits and language.
We rarely find a child who is not ready to participate
in a game, being it individual or in group, or in a
physical or mental activity. Nowadays it is defended
in a franc way that games are great stimulators of
mind and suggest a large cognitive commitment
since activate a diversity of sensorial and motor
cortexes (Johnson, 2005). This way, games propel
the construction and reorganization of cognitive
functions. Such interaction allows that the cognitive
functions (Papalia, 2000) be practised with more
intensity, favouring the discovery of new knowledge
ways (Piaget, 1971).
But how to outline the best design to compose
this structure? Which elements we could search to
understand the necessities of this space? Which is
the best computer architecture to sustain such
mechanism? Such questionings lead us to the
proposition of a system design and architecture of
system, as a way of reaching the individual
metacognition.
AN ARCHITECTURAL PLATFORM TO PROVIDE INTEGRAL CARE FOR COGNITIVE IMPAIRED CHILDREN
THROUGH NEUROPEDAGOGICAL METACOGNITION
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