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A significant portion of tutorial interactions revolve around the bugs a student makes. When a tutor performs an intervention to help a student fix a programming bug, the problem of deciding how to help the student appears to require extensive planning. In this article, we identify five considerations tutors appear to take into account when they plan tutorial interventions for students’ bugs. Using data collected from human tutors working in the domain of introductory computer programming, we (1) identify the knowledge tutors use when they reason about the five planning considerations, and (2) show that tutors are consistent in the ways that they use the kinds of knowledge to reason about students’ bugs.  相似文献   
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Changes in the profession of medicine are creating the demand for a substantive reexamination of current practices in medical education. Many of the major issues in addressing this challenge are structural and political rather than scientific; here we address one critical scientific issue that will be important to (though not by itself adequate for) guiding such changes. The factor we address is the development of a global performance assessment: a standardized mechanism to assess individual skills and abilities that can be used to evaluate alternative educational interventions. We discuss the issues involved in developing such a system, and describe a set of principles for defining desired outcomes and developing assessment tools, including (a) wide clinical scope, (b) direct relationship to actual clinical performance, (c) reliability and repeatability, and (d) non-longitudinal measurement. We discuss the role of simulation, reflective practice, and portfolios of work in developing such a system, and argue that whatever form such metrics take, a system of global performance assessment will develop from close collaboration between clinicians and educators with innovative ways of thinking about performance and expertise.  相似文献   
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Programming is a complex cognitive task for students, because of the difficulty of finding the appropriate elements (the “decomposition” problem) and integrating them correctly into a whole (the “composition” problem). Programming is also hard to learn, because so much of the thinking behind a program is implicit and the process of programming is long and complicated. Our approach is to integrate a computer-aided design tool (CAD) with scaffolding to create a single, cohesive, and coherent workbench for the entire process. Our workbench is called the GPCeditor. We have evaluated its use by high-school students. Our results suggest that students program well in the GPCeditor, they learn good programming practices, and that the learning is occurring through use of the GPCeditor.  相似文献   
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ABSTRACT

Visual matrix methodology has been designed for researching cultural imaginaries. It is an image-led, group-based method that creates a “third space” research setting to observe audience groups re-enacting lived experience of an event or process that takes place in the third space of a cultural setting. In this article, the method is described through its use in relation to an art-science exhibition, Human+ Future of the species, where three audience groups with investments in technology worked with exhibition material to achieve a complex ambivalent state of mind regarding technological futures. The visual matrix has been designed to capture the affective and aesthetic quality of audience engagement in third space by showing what audiences do with what is presented to them. We argue that such methodologies are useful for museums as they grapple with their role as sites where citizens not only engage in dialogue with one another but actively re-work their imaginaries of the future.  相似文献   
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