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Parent coaching strategies during shared book reading were analysed according to the principles of scaffolding in a sample of 46 parent-child dyads during the latter half of grade one. The ways that parents responded to each of a child's oral reading errors or miscues were coded into levels of assistance that reflected increasing support at each successive level. In addition children's attempts at rereading miscued words were coded as successful or not. Parents often provided a string of feedback clues and analyses revealed that the level of support parents provided shifted up or increased when their child was unsuccessful in rereading a word after feedback. With increasing level of parental support children's success in rereading misread words increased. Moreover, children with weaker word recognition skill were offered feedback at higher levels of support by their parents. These results demonstrate how parents and children co-construct the feedback that parents provide when listening to their children read and the sensitivity on the part of parents to children's reading performance.  相似文献   
154.
This study examined the role of formative and summative assessment in instructional video games on student learning and engagement. A 2 (formative feedback: present vs absent) × 2 (summative feedback: present vs absent) factorial design with an offset control (recorded lecture) was conducted to explore the impacts of assessment in video games. A total of 172 undergraduates were randomly assigned to one of four instructional video game conditions or the control. Results found that knowledge significantly increased from the pretest for players in all game conditions. Participants in summative assessment conditions learned more than players without summative assessment. In terms of engagement outcomes, formative assessment conditions did not significantly produce better learning engagement outcomes than conditions without formative assessment. However, summative assessment conditions were associated with higher temporal disassociation than non-summative conditions. Implications for future instructional video game development and testing are discussed in the paper.  相似文献   
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Previous research has demonstrated that parenting programmes can be an effective intervention in changing behaviour and parent/child interactions. However, less attention has been given to the impact of these programmes in relation to improving attendance and behaviour at school. Lynne Rogers, lecturer in teacher education specialising in the post-14 sector, Susan Hallam, Professor of Education and Dean of the Faculty of Policy and Society, and Jacquelene Shaw, educational psychologist, all working in the University of London, set their debate in this article in the context of the Anti-Social Behaviour Act 2003 and the Respect Action Plan 2006. These authors use their article in order to describe parents' perceptions of the impact of parenting programmes on their own and their children's behaviour, with particular reference to behaviour at home and at school. The perceptions reported here, and enlivened with direct quotes from parents, are based on questionnaire data from 142 parents and interviews with a sample of parents and teachers. Parents were broadly positive about the benefits of parenting programmes. However, where the child's problem was rooted in school-related issues, some concerns about behaviour and attendance remained. Lynne Rogers, Susan Hallam and Jacquelene Shaw close their article with a call for parenting programmes to be more closely aligned with activities in school and with educational processes.  相似文献   
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This essay describes the author’s new project: a digital archive documenting the history of lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in video games. The LGBTQ game archive covers approximately 30 decades of game content at present, and nearly 500 games. This essay describes the project’s origins, the methods used to research the game content, and some initial findings. Finally, some particular surprises from the project are discussed, which point to areas for future LGBTQ games research.  相似文献   
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This study investigates the audiences that scholars imagine encountering online and the ways in which these audiences impact scholars’ online participation and presentation of self. Prior research suggests that imagined audiences affect what users share and how they present themselves on social media, but little research has examined this topic in the context of faculty members and doctoral students (i.e., scholars). An analysis of interviews with 16 scholars shows that imagined audiences span the personal–professional continuum. Further, most scholars imagined their online audiences as known and familiar. Though many recognized collapsed contexts as problematic, several others appeared more comfortable with audience collapse than prior literature suggests. Findings also suggest that scholars’ conceptualizations of their audiences differ from those of their universities, principally in that scholars imagine their audiences as communities rather than as venues for attracting professional attention.  相似文献   
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International Review of Education - The Programme for the International Assessment of Adult Competencies (PIAAC) assesses key skills in literacy, numeracy and problem-solving in technology-rich...  相似文献   
160.
Thurstan Shaw 《Minerva》1989,27(1):58-86
See also the earlier contributions to The Academic Profession and Contemporary Politics: Washburn, Wilcomb E., inMinerva, XVI (Summer 1988), pp. 392–415; and Tobias, Phillip V.,ibid. (Winter 1988), pp. 575–588.  相似文献   
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