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101.
Wordless books: An approach to visual literacy 总被引:1,自引:0,他引:1
Shelley L. Knudsen Lindauer 《Children‘s Literature in Education》1988,19(3):136-142
This is a story about a bear named Goldilocks, and a family of people called The Three Bears. What I mean is that this story is sort of likeGoldilocks and the Three Bears, but the opposite. Get it? Well listen to my story and you'll understand. 相似文献
102.
Bin Ling Colin Allison J Ross Nicholl Luke Moodley Dave Roberts 《British journal of educational technology : journal of the Council for Educational Technology》2006,37(2):289-294
The Disabilities Information Flow (DIF) project at the University of St Andrews has sought to provide a means of efficiently managing all student disabilities information within the institution and provide appropriate role‐based service interfaces for all staff who need to routinely interact with this information. This paper describes the software engineering processes used for the context analysis, design and implementation of the DIF. 相似文献
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Chih-Hsiung Tu Cherng-Jyh Yen Laura Sujo-Montes Gayle A. Roberts 《Educational Media International》2015,52(3):155-172
Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks. Effective gamification design should understand the game personalities of learners, social engagement styles, and intrinsic- and extrinsic-motivated user styles initially and evaluate and select appropriate game mechanics, game dynamics, to create ideal gamification instructions. The research question this study investigated is: How will four types of gaming personalities (i.e. Explorer, Socialiser, Killer and Achiever) predict the level of game dynamics in online discussion environments? This study concluded that examining how gaming personalities relate to game dynamics in a gamified online discussion instruction is not sufficient to design effective gamification. It suggests future studies in game instructions should focus on the relationships between game dynamics, gamification contexts, gaming personalities or preferences, dynamic gaming engagement styles, etc. 相似文献
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Jenna Marie Condie Ivett Ayodele Sabirah Chowdhury Shelley Powe Anna Mary Cooper 《Journal of Marketing for HIGHER EDUCATION》2013,23(2):192-209
Social media content generated by learning communities within universities is serving both pedagogical and marketing purposes. There is currently a dearth of literature related to social media use at the departmental level within Higher Education Institutions (HEIs). This study explores the multi-voiced interactions of a UK Psychology department’s ‘rotation curation’ approach to using Twitter. An in-depth analysis of a corpus of 4342 tweets by 58 curators (14 staff, 41 students, and 3 guest curators) was carried out using a combination of computer-assisted and manual techniques to generate a quantitative content analysis. The interactions received (e.g. retweets and favorites) and type of content posted (e.g. original tweets, retweets and replies) varied by curator type. Student curators were more likely to gain interactions from other students in comparison to staff. This paper discusses the benefits and potential limitations of a multi-voiced ‘rotation curation’ approach to social media management. 相似文献
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Roberts Garrett J. Hall Colby Cho Eunsoo Cot Brooke Lee Jihyun Qi Bingxin Van Ooyik Jacklyn 《Educational Psychology Review》2022,34(1):335-361
Educational Psychology Review - This best-evidence synthesis reviews the past 20 years of rigorous reading intervention research to identify effective programs of instruction for Grade K–3... 相似文献
108.
The goal of this study was to investigate the usefulness of person‐fit analysis in validating student score inferences in a cognitive diagnostic assessment. In this study, a two‐stage procedure was used to evaluate person fit for a diagnostic test in the domain of statistical hypothesis testing. In the first stage, the person‐fit statistic, the hierarchy consistency index (HCI; Cui, 2007 ; Cui & Leighton, 2009 ), was used to identify the misfitting student item‐score vectors. In the second stage, students’ verbal reports were collected to provide additional information about students’ response processes so as to reveal the actual causes of misfits. This two‐stage procedure helped to identify the misfits of item‐score vectors to the cognitive model used in the design and analysis of the diagnostic test, and to discover the reasons of misfits so that students’ problem‐solving strategies were better understood and their performances were interpreted in a more meaningful way. 相似文献
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Abstract This article examines the views on effective teacher education programs held by 10 teachers who were identified by senior administrators within their school districts as exemplary teachers. The findings reveal many consistencies between the beliefs inherent within five models of teacher learning that predominate in literature on teacher education programs and those held by practicing teachers. The one major difference is that teachers in this study emphasize the transmission of a widely accepted body of pedagogical knowledge and skills to a greater degree than do researchers. This set of common belief provides a strong foundation for building collaborative relationships through which both cultures might work together to develop a shared vision. Transformation of teaching and teacher education practice requires a willingness to consider values and perspectives that might differ from those accepted within either culture and an openness to change on the part of both cultures. 相似文献
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