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431.
The national science standards, along with prominent researchers, call for increased focus on scientific argumentation in the classroom. Over the past decade, researchers have developed sophisticated online science learning environments to support these opportunities for scientific argumentation. Assessing the quality of dialogic argumentation, however, has proven challenging. Existing analytic frameworks assess dialogic argumentation in terms of the nature of students' discourse, formal argumentation structure, interactions, and epistemic forms of reasoning. Few frameworks, however, connect these assessments to conceptual quality. We present an analytic framework for assessing argumentation in online science learning environments that relates levels of opposition with discourse moves, use of grounds, and conceptual quality. We then apply the proposed framework to students' dialogic argumentation within a representative online science learning environment to investigate the framework's potential affordances as well as to assess issues of reliability and appropriateness. The results suggest that the framework offers significant affordances and that it also offers high interrater reliability for trained coders. The applicability of the framework for offline contexts and future extensions of the framework are discussed in light of these results. © 2007 Wiley Periodicals, Inc. J Res Sci Teach 45: 293–321, 2008 相似文献
432.
Caio Victor Sousa Jungyun Hwang Romina Cabrera-Perez Austin Fernandez Aika Misawa Kelsey Newhook Amy Shirong Lu 《运动与健康科学(英文)》2022,11(2):164-171
Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR. 相似文献
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