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991.
This article responds to recent calls for conceptual and methodological refinement, issued by uses-and-gratifications scholars (Rubin, 2009; Ruggiero, 2000), for studying emergent media. Noting that studies on the uses of the Internet have generated a list of gratifications that are remarkably similar to those obtained from older media, it identifies two measurement artifacts—(1) measures designed for older media are used to capture gratifications from newer media; and (2) gratifications are conceptualized and operationalized too broadly (e.g., information-seeking), thus missing the nuanced gratifications obtained from newer media. It challenges the notion that all gratifications are borne out of innate needs, and proposes that affordances of media technology can shape user needs, giving rise to new and distinctive gratifications. A sample of new gratifications and potential measures for those are provided. 相似文献
992.
In this article the writer explores the importance of and difficulty surrounding dialogue between students and teachers. This discussion is set within the wider context of a debate about the education of the emotions in our society and the argument is that this dialogue has a part to play in the education of the emotions. Thinking in the field of psychotherapy is drawn on as well as the writer’s experience as an educator, counsellor and trainer. She is currently working in higher education and concerned with teacher education and research. This background is relevant in that this experience is drawn on and it also shows up the focus of much of the work. This is concerned with personal, social and emotional development in education and with making this integral to education and organizations. 相似文献
993.
Carl W. Turner Kenneth M. Ford Steve Dobbs Niranjan Suri Patrick J. Hayes 《Computer Science Education》2013,23(2):187-197
The design and implementation of autonomous robots provides experience with engineering problems as well as with hard problems in artificial intelligence. Our aims in this article are fourfold: First, we describe how the use of robots complements traditional classroom lectures for the teaching of important concepts in a graduate‐level AI class. Second, we discuss the use of robots as a multimedia tool for capturing student interest and facilitating the self‐guided exploration of AI concepts. Third, we relate readings and robots in the curriculum and show how the robots aid understanding of philosophical issues in AI. Finally, we describe the robot kits and the organization of the class, present several completed projects by student teams, and report some of the feedback given by students who completed the course. We also analyze the successes and failures of the first two courses offered and describe the changes made for the recently completed second course. 相似文献
994.
The purpose of this study was to evaluate how sixth grade children planned, translated, and revised written narrative stories using a task reflecting current instructional and assessment practices. A modified version of the Hayes and Flower (1980) writing process model was used as the theoretical framework for the study. Two hundred one sixth-grade students participated in a three-day writing task. On the first day they generated ideas for their story, on the second day they produced a first draft, and on the third day they revised their draft to produce a final copy. Scores from each day’s writing were used as measured variables representing the latent variables of planning, translating, and revising. Confirmatory structural equation modeling results suggested that the latent variable of planning had a moderate relationship to translating and that translating had a stronger than expected relationship with revising. Significant paths between measured and latent variables demonstrated the relative contribution of skills towards the writing process. The approach used in this study highlighted the linear manner in which intermediate grade children write. Findings suggest that planning had a direct effect on translating, but no direct effect on revising. There was a strong relationship between translating and revising, suggesting few differences between students’ first and final drafts. 相似文献
995.
ABSTRACTThe uses to which educational effectiveness research (EER) is put by policymakers cannot be blamed on the field, but it is apparent that it has become aligned with the utilitarianism of Western government policy and transnational bodies like the Organisation for Economic Co-operation and Development (OECD). This alignment was not consciously adopted – it is more the case that in the absence of its own asserted philosophy, EER simply defaulted to that world view – but as the field shifts to a “dynamic” model and meta-syntheses, the need to reconsider the current paradigm becomes urgent. This paper attempts to reclaim the field philosophically for the academics who work in it and for the policymakers who rely on its science. It is beyond the scope of the paper to present a full comprehensive philosophy, but it describes, as a first step towards one, a new manifesto based on John Rawls’s work on justice as fairness. 相似文献
996.
Hannah R. Gerber Sandra Schamroth Abrams Anthony J. Onwuegbuzie Cindy L. Benge 《Educational Media International》2013,50(1):16-34
This article explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum when developed through a connected learning frame by examining the influence that COTS videogames have on transforming students’ literacy learning in-school. However, it must be noted that transforming literacy in school is about more than bridging in- and out-of-school literacies; it concerns developing a deeper understanding of the meaning of literacy in today’s multimediated world, and the ways that these experiences are connected not only to media, but to traditional texts, peers, and guiding teachers, so that we can better grasp how to harness new learning styles and new ways of making meaning in contemporary classroom spaces. To understand how to capture in and out-of-school practices, we conducted a qualitative case study of two high school students enrolled in a reading intervention class that incorporated a COTS videogames curriculum. Data were analyzed via a constant comparison analysis. Findings indicated that the games-based curriculum created through a connected learning frame enabled students to engage in a constellation of connections among digital media, traditional texts, peers, and guiding teachers. 相似文献
997.
Anthony J. Onwuegbuzie Joel R. Levin John M. Ferron 《Journal of Experimental Education》2013,81(2):127-142
The purpose of this study was to determine whether female subjects demonstrate learned helplessness in their attribution patterns to a greater extent than male subjects when they describe failures they actually have experienced. Subjects were 1,462 ninth- and twelfth-grade students (697 boys, 765 girls) from representative rural, urban, and inner-city high schools in the Midwest. The subjects recalled failure experiences from a wide range of achievement domains: school, sports, aesthetics, family, social, and work. The dependent variables were four failure attributions: lack of ability, lack of effort, lack of luck, and lack of cooperation. Sex and achievement domain differences accounted, respectively, for 2% and 18% of the variance in attribution responses. Both boys and girls recalled a substantial and comparable proportion of school-related failures. The strongest differences between boys and girls was in their choice of salient achievement domains outside of school; girls recalled more family and aesthetics failures and fewer sports failures than boys. Little evidence was obtained supporting the learned helplessness model for adolescent female achievement motivation. There was also considerable variability in the relative importance of the four failure attributions both within and across achievement domains. Internal attributions were most characteristic of school and least characteristic of work failures. Cooperation attributions were endorsed more in the social and family domains than in the other domains. 相似文献
998.
This article explores the correspondence between the vision of play articulated in Singapore’s national kindergarten curriculum framework and the play-related pedagogies enacted by teachers on the ground, particularly during Learning Centre Time (LCT). Influenced by neo-liberal ways of thinking, the curriculum states that purposeful play is a medium to achieve intended learning outcomes. The study is part of a longitudinal project where 108 Kindergarten 1 classrooms were videotaped during a full ‘typical day’ (3–4 h). While learning centres were set up in all classrooms, only 36 LCT episodes were identified. Certain learning centre types (literacy, arts) were more common than others (numeracy, science), and time spent by teachers in the different centres varied widely. Children were allowed limited freedom of choice while playing in learning centres, and some were even required to complete assignments. While teachers tended to adopt facilitative roles, quality of instructional support provided to children was low. We conclude that pedagogical practices during LCT in the observed classrooms do not adequately reflect the curriculum’s vision of purposeful play. This theory/practice gap might be due to curriculum expectations, teacher-related factors (beliefs, lack of preparation) and parental pressures. Implications, limitations and lines for future research are discussed. 相似文献
999.
The authors examined whether motivational goals influenced the participation and performance of low-achieving students during collaborative problem solving with a high-achieving partner. Thirty-five pairs of 4th- and 5th-grade students were randomly assigned a set of instructions designed to induce students to adopt a learning goal or a performance goal. The following day, the students were individually given a posttest on problems similar to those worked on collaboratively. The low-achieving students given learning-goal instructions performed better on the posttest problems and perceived their partner's competence as more similar to their own than did the low-achieving students given performance-goal instructions. No differences in overall amount or level of low achievers' participation during collaborative problem solving were observed. Implications of the findings for the use of peer learning in heterogeneous classrooms are discussed. 相似文献
1000.
Anthony McKnight 《Educational Philosophy and Theory》2013,45(3):276-290
The cultural invasion of Yuin Country in Australia not only colonized the Yuin people and Yuin Country itself, but also contributed to non-Aboriginal people’s continual colonized journey of disconnecting self from Mother Earth. Cultural awareness is a process driven by Western theories informed by the colonial dualism that functions on separation and differences. Tripartation means assisting in a decolonization and more importantly a reculturalization process to place Yuin Country and align stories back into focus for all peoples attached to Yuin Country. Tripartation challenges Western dualities to create a philosophical space, place and reality in Aboriginal dualities for non-Aboriginal people to find similarities and connections through stories in order to build respectful relationships with Aboriginal people, Yuin Country and importantly the self. Mingadhuga Mingayung (My Mother Your Mother) focuses on identifying similarities through stories to guide non-Aboriginal people in Yuin ways of knowing, learning and behaving with Country. 相似文献