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Victor Davis Hanson 《Academic Questions》2017,30(4):456-459
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Finding the common ground: Teachers' and employers' representations of English in an assessment context 下载免费PDF全文
There has been a long‐standing debate about how ‘English’ can be defined. Educational policy changes have typically been driven by differing representations of the subject, and have ranged from broad ‘aesthetic’ definitions to more narrow ‘functional’ views. The present study aims to analyse areas of consensus and contention in stakeholders' discourse regarding English. A questionnaire‐based survey and focus groups were used to explore how teachers and employers viewed English as a subject. Their views were conceptualised into three themes: the importance of functional English; English as atomistic versus holistic study; and English as critical thought. These themes are discussed in relation to historical definitions of ‘English’, and their implications for the future reform of English qualifications. 相似文献
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Jason Power Raymond Lynch Oliver McGarr 《British journal of educational technology : journal of the Council for Educational Technology》2020,51(1):281-296
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed. 相似文献
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Rui Kong Xiaowei Gao Wanxing Zhong Xiaoling Zhou 《Frontiers of Education in China》2015,10(4):608-633
MBA education has become the fastest growing segment of education in China in recent years and a segment that can now be considered indispensible. However, how best to teach it has long been a source of debate. One of the key issues is how to match student traits with teaching methods. While engaged as teachers of marketing management, the authors collected data by questionnaire, carried out empirical research and data comparison, and undertook contingency analysis. It was found that different personal traits in students lead to different attitudes towards teaching methods. A student’s major in college, gender, and sector of employment has little influence on attitudes towards teaching methods, while age, the most sensitive factor, plays the biggest role, followed by job and class. Therefore, these factors should be taken into consideration when arranging classes, developing the curriculum, and planning teaching methods. 相似文献
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