Affiliation |
Faculty of Education and Human Studies Department of Regional Studies and Humanities |
NAKANO Yoshiki
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Graduating School 【 display / non-display 】
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-1991.03
Tohoku University Faculty of Literature Graduated
Graduate School 【 display / non-display 】
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-1999.10
Tohoku University Graduate School, Division of Letters Doctor's Course Completed
Studying abroad experiences 【 display / non-display 】
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2015.03-2015.09
Lancaster University Visiting Researcher
Campus Career 【 display / non-display 】
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2020.04-Now
Akita University Faculty of Education and Human Studies Department of Regional Studies and Humanities Professor
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2017.04-2020.03
Akita University Faculty of Education and Human Studies Department of School Education Combined Courses for Child Development and Special Needs Education Teachers Professor
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2014.04-2017.03
Akita University Faculty of Education and Human Studies Department of School Education Combined Courses for Child Development and Special Needs Education Teachers Associate Professor
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2007.04-2014.03
Akita University Associate Professor
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2002.04-2007.03
Akita University Associate Professor
Research Areas 【 display / non-display 】
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Humanities & Social Sciences / Experimental psychology
Research Achievements 【 display / non-display 】
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A stereoscopic moiré illusion: apparent depth stripes produced by vertical gratings superimposed on random-dots
Nakano, Y., & Ohtsuki M.
Tohoku Psychologica Folia 63 1 - 7 2004.10 [Refereed]
Research paper (journal) Domestic Co-author
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Transient and sustained effects of an auditory accessory stimulus in a visual go/nogo task
Nakano, Y
Perceptual and Motor Skills 95 599 - 60 2002.03 [Refereed]
Research paper (journal) Single author
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Facilitation effects of an auditory accessory stimulus on visual reaction time
The Japanese Journal of Psychology 68 ( 2 ) 140 - 145 1997.06 [Refereed]
Research paper (journal) Single author
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Cognitive and attentional process in insight problem solving of the puzzle game “Tangram”
Nakano Y
Proceedings of the 39th Annual Meeting of the Cognitive Science Society, 2778 - 2783 2017.07 [Refereed]
Research paper (international conference proceedings) Single author
洞察問題の一種であるタングラムは、複数の課題を同じ被験者にくり返し提示できる利点がある。洞察的問題解決をくり返す被験者の眼球運動と作業成績を比較検討した結果、被験者は自身がどの程度うまく解決できるかについては正しく評価できたが、作業中ではどの程度解決に近づいているか正確には見通せなかった。また、解決力の高い被験者は、問題空間をより活発に走査する傾向があった。
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A practical exercise in training course of a professional psychotherapist facilitating skill acquisition and self-understanding through qualitative and quantitative self-analysis of counseling role-play
Yoshiki Nakano
Bulletin of the Center for Educational Research and Practice ( The center for educational research and practice, Akita University. ) ( 46 ) 76 - 84 2024.03 [Refereed]
Research paper (university bulletin, research institution) Single author
In this study, a mixed-methods approach was applied to the training of psychological professional sat the graduate level through role-playing exercises. The aim of this training was to promote learners' self-understanding and skills development. Fifteen graduate students participated in role-playing scenarios simulating school counseling sessions, engaging in 10-minute dialogues as a therapist or a client. Protocols of them were then transcribed verbatim. The participants conducted qualitative coding using the qualitative-analysis software “MAXQDA" to categorize the protocol data. By integrating the analysis of these data with the client's evaluation of the therapist's counseling and visual information such as gestures during role-playing, multifaceted self-understanding was achieved compared to ordinal role-playing exercises.
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A study of student-efficacy in career choice and studies in KOSEN students
42 113 - 120 2002.03 [Refereed]
Research paper (university bulletin, research institution) Domestic Co-author
◆Original paper【 display / non-display 】
◆International conference proceedings【 display / non-display 】
◆University bulletin, Research institution【 display / non-display 】
Grant-in-Aid for Scientific Research 【 display / non-display 】
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Grant-in-Aid for Scientific Research(C)
Project Year: 2020.04 - Now Investigator(s): Nakano Yoshiki
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Grant-in-Aid for Scientific Research(C)
Project Year: 2018.04 - Now
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Grant-in-Aid for Exploratory Research
Project Year: 2014.04 - 2016.03
Presentations 【 display / non-display 】
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Stepwise development of insights in problem solving of the geometric puzzle game “Tangram”
Yoshiki Nakano
18th European Congress of Psychology (Brighton, UK.) 2023.07 - 2023.07 European Federation of Psychologists' Associations
“Tangram” is a geometric puzzle that consists of 7 pieces of a triangle or a square. Problem-solvers of Tangram are presented a silhouette, for example figure, animal or object and are required to make the same configuration by arranging the pieces. Tangram has characteristics considered as an insight problem. The purpose of this study is to investigate whether insight is reached abruptly or asymptotically in the problem solving of Tangram. Participants (N=45) were presented a silhouette of “duck”, and were instructed to arrange the pieces to the same configuration as the silhouette within 20 minutes. While the participants tried to find the solution, they evaluated how much confidence they have to complete the task. This evaluation reflects a subjective prospect for reaching the solution. During the working time, movements and allocations of the pieces manipulated by the participants were recorded. The correct allocation scores were calculated in each time point retroactively from the completion, and averaged among the "completers" (n= 27) who reached the solution before the time limit. These mean scores expressed the distance to the solution, which varied as a function of the working time. Results showed that subjective confidence decreased over time. Mean correct scores of the completers increased abruptly just before the completion, then it took less than one minute until reaching the correct configuration. Moreover, prior to the abrupt increase, the variation of scores as a function of working time maintained an intermediate level significantly higher than zero but much distant from the solution, for several minutes. These findings suggested that the existence of a transitional stage of insight under conscious of a problem-solver prior to abrupt reaching to conscious solution.
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Cognitive and physiological processes in insightful problem solving of the puzzle game Tangram.
Nakano Y.
The 31st International Congress of Psychology, Yokohama (横浜) 2016.07 - 2016.07 International Union of Psychological Science
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The effect of collaboration on insightful problem solving in the puzzle game of “Tangram”
Nakano, Y., & Kodama, K.
The British Psychological Society: Cognitive Psychology Section 32nd Annual Conference (Canterbury, UK.) 2015.09 - 2015.09 The British Psychological Society
“Tangram” is a puzzle game which consists of seven pieces. Problem-solvers of the puzzle are presented a task silhouette and required to make the same shape by arranging the pieces. They often get insight just before the completion of the correct configuration. In this experiment, participants divided into three conditions, individual, collaboration or a parallel-work. In the individual condition they tried to solve the task alone, while a pair of two participants tried it in the other conditions. In the collaboration condition, the participants were given one set of 7 pieces, so they operated the pieces cooperatively. In the parallel-work condition, the both participants had the set respectively, so they could operate the pieces without restriction. Although rates of completion of the task didn't differ among three conditions, constraints to arranging the pieces relaxed gradually in the collaboration and in the parallel-work condition.
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Overt and covert processes in insightful problem solving in the puzzle game of “Tangram”
Nakano Y.
The 14th European Congress of Psychology (Milan, Italy.) 2015.07 - 2015.07 European Federation of Psychologists’ Associations
“Tangram” is a puzzle game which is consisted of seven pieces of triangle and square. Problem-solvers of this puzzle are presented task of silhouette and required to make the same configuration using the 7 pieces. The puzzle game is often used to educate creative and geometrical intelligence of children in teaching of mathematics, drawing and crafts. The purpose of this study is to explore factors that predict the completion of insight problem solving of Tangram. Participants (N =139) were required to complete questionnaires for ability of diagrammatical problem solving and metacognition, and to arrange the pieces to the shape of the “lion.” A logistic regression analysis was conducted to examine the influence of predict factors to a completion of the task. The results indicated that “decrease in piece operation”, “long mediation time” and “expectation to solution” had an effect on insight problem solving of Tangram, but “ability of diagrammatical problem solving” and “metacognition” had no effect. The findings of this study generally supported previous study.
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大学院心理専門職養成において混合研究法を取り入れたカウンセリング・ロールプレイの授業実践
中野良樹
日本心理学会第87回大会 (神戸国際会議場) 2023.09 - 2023.09 日本心理学会第87回大会実行委員会
公認心理師の養成では科学者―実践家モデルを掲げ、対人援助を行う実践家であるだけでなく,対象者から適切な方法で情報(evidence)を収集し,専門知識に照らして考察する「科学者」養成も求められる。科学的な心理学は仮説検証による実証主義を前提にした実験心理学の基礎領域に限られる。他方,心理専門職の養成課程で目指すのは,臨床心理学をはじめとするより多様な研究技法を現場で実用・活用できる人材の育成である。実践的な研究技法を身につける手立てとして、本研究では単一の研究・調査のなかで,量的アプローチと質的アプローチの両方を用いてデータの収集と分析を行い,結果を統合して結論を導く「混合研究法」を取り入れ、実践的なロールプレイ演習から質的・量的データを収集・分析することで,心理臨床の技能向上につなげる。
Academic Activity 【 display / non-display 】
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2020.04-Now
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2008.07-2011.10