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Recent studies have indicated that the ‘sophomore slump’ (dissatisfaction and disengagement of second year students in the US) may also be observed in other countries, including the UK. However, no studies have reported on the effects of support interventions on student perceptions. This study used the DREEM-S survey, a modification of the validated Dundee Ready Educational Environment Measure, to monitor changes in student perceptions of their educational environment over a three-year period for 690 students in a large UK faculty. While the initial survey detected decreased satisfaction in all areas of their educational environment amongst second-year students, the follow-up study, after the introduction of additional support resources, no longer showed this decrease. Other changes in student perception, notably increased stress and tiredness reported by first-year students, were also observed during this time period. Other areas of concern, particularly the factual content of programmes and the ability of students to memorise all that they need, were identified as issues to be addressed. While this study may indicate the effectiveness of introducing on-line support resources to help students adapt to the increased requirements of second-year study, further studies are needed to determine whether the ‘second-year slump’ is as persistent a feature of UK higher education as it is in the US. This study highlights the value of educational environment surveys in identifying areas of educational practice that would benefit from closer attention, as well as the changes in student perceptions across and between years.  相似文献   
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Abstract A common goal of science museums is to support the public in science inquiry by engaging groups of visitors with interactive exhibits. This article summarizes the efforts of a team of researchers and practitioners to extend and deepen such inquiry by explicitly coaching families in the skills of scientific inquiry at interactive exhibits. The first phase of the project, reported here, involved designing a “best case” program that worked for small groups of casual visitors under ideal circumstances, facilitated by an experienced educator in a quiet laboratory near the public floor. The final program, called Inquiry Games, taught visitors to sandwich their spontaneous physical experimentation between two additional phases: asking a question to drive their investigation at the beginning; and interpreting the results of their investigation at the end. Provisional evaluation data suggest that the Inquiry Games improved visitors' inquiry behavior in several ways and was rated as very enjoyable by them. Encouraged by these indicators, we suggest ways in which this program might be implemented on the open museum floor.  相似文献   
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Experiments were conducted to explore the impact of combining various components of eight leading information retrieval systems. Each system demonstrated improved effectiveness through the use of blind feedback, also known as pseudo-relevance feedback, a form of query expansion. Blind feedback uses the results of a preliminary retrieval step to augment the efficacy of a secondary retrieval step. The hybrid combination of primary and secondary retrieval steps from different systems in a number of cases yielded better effectiveness than either of the constituent systems alone. This positive combining effect was observed when entire documents were passed between the two retrieval steps, but not when only the expansion terms were passed. Several combinations of primary and secondary retrieval steps were fused using the CombMNZ algorithm; all yielded significant effectiveness improvement over the individual systems, with the best yielding an improvement of 13% (p = 10−6) over the best individual system and an improvement of 4% (p = 10−5) over a simple fusion of the eight systems.  相似文献   
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Use of role-plays to develop deep student-learning has many advocates. Role-play is a powerful approach for learning that develops relevant skills in a range of disciplines and situations. In Higher Education, sustainability programmes role-play pedagogy appears to have great relevance for developing the competencies that these graduates will need. The ability of role-play pedagogy to develop these competencies was assessed through a case study of students in a first-year subject/course at an Australian university. Analysis of the students’ written comments indicate that the students were involved in significant learning, and had made substantial progress in developing five key skills for sustainability. The enjoyment and engagement they demonstrated was an added benefit of their experience and potentially of the role-play approach. While it is acknowledged that a role-play requires careful planning and support, and may be considered resource intensive, it can be argued that the student learning achieved is worth the effort.  相似文献   
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