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We describe an activity that introduces students to population modelling, enables them to use estimates obtained from a sample to infer back to the population, and understands how the findings are translatable via penguins and their poo! 相似文献
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Labeling bias refers to expectations that others might have for a person given a particular label. This study investigated the effects of labeling bias on prognostic outlook for children as a function of diagnostic labels and professional group membership. School psychologists, regular and special education teachers, and introductory psychology students read a vignette that described an elementary-school-aged boy with behavior problems. The vignette was held constant for all participants, but one of four labels (conduct disordered, socially maladjusted, serious emotionally disturbed, no exceptionality) was varied at the end of the vignette. Respondents then estimated the child's likelihood of future success in interpersonal relationships, the likelihood of further behavioral difficulties, and overall adjustment of the child. There was a significant effect noted for diagnostic label across all professionals on the interpersonal relations variable; the serious emotionally disturbed label resulted in judgments of significantly poorer outlook than any other diagnostic label except socially maladjusted. There were no other significant labeling bias effects for the other dependent measures, but a main effect for diagnostic label on judgment of overall adjustment did approach significance. There were no significant effects noted for professional group membership. Professionals should consider the use of a label other than SED to minimize labeling bias effects on judgment of interpersonal adjustment in children with behavioral difficulties. © 1996 John Wiley & Sons, Inc. 相似文献
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教育领域一直以评价和采用交互创新技术为先驱,这些交互创新技术为教育技术专家探索计算机辅助的教学提供了实践的土壤"。替代性世界"(Alternative worlds)是完全实时的、高保真的、用户高度介入的学习环境。其特点是具有丰富的环境、丰富的接口、操作驱动和有效应用于教与学"。替代性世界"在混合式学习中可以冲破传统教育屏障,拓展教师和学习者角色,为学习者提供时间和空间的便利,实现终身学习"。替代性世界"学习环境是一个新的研究领域,它为专注于人机交互、社会网络和虚拟现实的教育技术专家开拓了新方向和新空间。 相似文献
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The purpose of the current study was to determine whether the implementation of a season-long team-building intervention program using team goal setting increased perceptions of cohesion. The participants were 86 female high school basketball players from 8 teams. The teams were randomly assigned to either an experimental team goal-setting or control condition. Each participant completed the Group Environment Questionnaire (GEQ; Carron, Brawley, & Widmeyer, 2002; Carron, Widmeyer, & Brawley, 1985), which assessed cohesion at both the beginning and end of the season. Overall, the results revealed a significant multivariate effect, Pillai's trace F(12, 438) = 2.68, p = .002. Post hoc analyses showed that at the beginning of the season, athletes from both conditions did not differ in their perceptions of cohesion. However, at the end of the season, athletes in the team goal-setting condition held higher perceptions of cohesion than athletes in the control condition. Overall, the results indicated that team goal setting was an effective team-building tool for influencing cohesiveness in sport teams. 相似文献
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An experimental 2 (channel) × 2 (gender) × 3 (time) mixed factorial design (N = 159) was applied to test and compare how individual dimensions of intercultural sensitivity might be affected by two channels: a virtual environment (i.e., Second Life®) versus a Web environment. Using a modified version of Chen and Starosta's Intercultural Sensitivity Scale (ISS), the study sought to identify which of the five ISS dimensions played the most influential role in intercultural sensitivity outcomes: interaction enjoyment, interaction engagement, interaction confidence, interaction attentiveness, or respect for cultural differences. Results showed that one's willingness and effort toward understanding an intercultural interaction – interaction attentiveness – played the greatest and most statistically significant role in intercultural sensitivity outcomes, and that this effect was greatest within the virtual environment channel. Gender effects were also found, in which men experienced greater enjoyment but women expressed more attentiveness. 相似文献
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