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81.
The phrase “social movement” typically conjures up images of pickets, massive crowds, and noisy demonstrations. An emerging approach to campus‐based change, used in Fraternal Futures and other projects, is tapping into the small, the local, and the personally relevant.  相似文献   
82.
A modified form of Judgment Analysis (JAN) was used as a vehicle for capturing a group or collective teacher effectiveness policy of selected students at the University of Northern Colorado. Regardless of the grouping of students (grade level of students, reasons for taking the course, school or college in which the students were enrolled) one policy emerged. This policy can be described as a student concern for the personal characteristics of the instructor (instructor’s interest and enthusiasm, interpersonal relationships, ability to communicate the subject, ability to interest and motivate students). The instructor’s classroom management characteristics and his professional qualities (attitude, knowledge, and preparation) did not make a significant unique contribution to this policy.  相似文献   
83.
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   
84.
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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86.
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   
87.
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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89.
Rats foraged on a four-arm radial maze with one, two, three, and four food items (0.65.g pieces of cheese) placed on different arms (patches) of the maze. In two experiments, the hypothesis was tested that rats should carry food to the center of the maze more often when a patch contains one food item than when it contains multiple food items. Support for this prediction was found when the tendency to carry initial items encountered in patches was compared among the different sized patches. However, a further observation failed to support the hypothesis: Food carrying declined from first to last item encountered in multiple-item patches with clustered food items. Experiment 1 revealed that food carrying was reduced when travel time was increased by barriers placed at arm entrances. Both Experiments 1 and 2 indicated that the tendency for rats to carry food to the center of the radial maze increased as the distance of food encountered on an arm increased from the center. In both experiments, some rats dealt with the problem of multiple items by resorting to multiple-item loading, and some rats carried food items from the end of an arm to a point on the arm nearer the center for consumption.  相似文献   
90.
Relationship satisfaction was examined in college student long‐distance romantic relationships (LDRRs) and geographically proximal romantic relationships (PRRs). LDRR/PRR attachment style proportions and relationship satisfaction were similar. Multiple regression analyses revealed that low attachment avoidance contributed uniquely to high LDRR satisfaction and that low attachment avoidance, low attachment anxiety, and living apart contributed uniquely to high PRR satisfaction. Relational closeness was not a unique predictor of LDRR or PRR satisfaction.  相似文献   
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