Researchers have suggested that the relatively poor academic performance of Mexican-American compared to Anglo-American children may result from cultural differences in cooperative-competitive social orientation. To test the relative contribution of cooperative-competitive social orientation as a personality predictor of school achievement, the cooperativeness-competitiveness, field independence, locus of control, self-esteem, and school achievement of 45 Anglo-American and 125 Mexican-American fourth, fifth, and sixth grade children were assessed. The results indicate (1) competitiveness is positively related to school achievement among the Anglo-American children but not the Mexican-American children; (2) among the Anglo-American children competitiveness is a better predictor of school achievement than field independence, locus of control, and self-esteem; (3) the personality variables are moderately but not independently related to school achievement within both cultural groups; and (4) the between-culture variance in the personality variables does not account for the between-culture variance in school achievement. Implications of the present results for understanding within- and between-group differences in school achievement are discussed. 相似文献
The unique relation of language use (i.e., output) to language growth was investigated for forty‐seven 30‐month‐old Spanish–English bilingual children (27 girls, 20 boys) whose choices of which language to speak resulted in their levels of English output differing from their levels of English input. English expressive vocabularies and receptive language skills were assessed at 30, 36, and 42 months. Longitudinal multilevel modeling indicated an effect of output on expressive vocabulary growth only. The finding that output specifically benefits the development of expressive language skill has implications for understanding effects of language use on language skill in monolingual and bilingual development, and potentially, for understanding consequences of cultural differences in how much children are expected to talk in conversation with adults. 相似文献
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied through measurements using 485 students, over one term. Surveys were used to gauge student reception of the game. Pre and post-tests, and in-course examinations were used to quantify student performance. The game was well received with at least 82% of the students that played it recommending it to others. In some cases, game participants outperformed non-participants on course exams. On the final course exam, all of the statistically significant (p<0.05) comparisons (42% of the relevant questions) showed a performance improvement of game participants on the questions, with a maximum grade improvement of 41%. The findings also suggest that some students retain the knowledge obtained from Space Race for at least 7 weeks. The results of this study provide strong evidence that a collaborative and competitive video game can be an effective tool for teaching computing in post-secondary education. 相似文献
In this article, Heather Greenhalgh‐Spencer analyzes three examples of curricula aimed at cultivating good cyber behavior and countering online harassment. These curricula are branded as addressing civic needs, cultivating civic duty, and developing skills to help students understand and react to online threats. Here, Greenhalgh‐Spencer offers two critiques of these, and other similar, cyber safe curricula. First, current cyber safe curricula do not adequately address the ways that identity — particularly gender and sexuality — shape one's experience of online spaces and exposure to online threats. Second, current cyber safe curricula do not adequately consider nuances of how to “react” to online threats. The preponderance of cyber curricula teach students that all forms of offensive speech online should be abolished or pushed against. These curricula miss the opportunity to cultivate conversations around the tensions between the need to feel safe and the need to protect freedoms of speech. 相似文献
Recently, Smith, Thelen, and colleagues proposed a dynamic systems account of the Piagetian "A-not-B" error in which infants' errors result from general processes that make goal-directed actions to remembered locations. Based on this account, the A-not-B error should be a general phenomenon, observable in different tasks and at different points in development. Smith, Thelen, et al.'s proposal was tested using an A-not-B version of a sandbox task. During three training trials and three "A" trials, 2-year-olds watched as a toy was buried in a sandbox at Location A. Following a 10-s delay, children searched for the object. Across five experiments, children's (total N = 92) performance on the A trials was accurate. After the A trials, children watched as a toy was hidden at Location B, 8 to 10 inches from Location A. In all experiments, children's searches after a 10-s delay were significantly biased in the direction of Location A. Furthermore, this bias toward Location A decreased with repeated trials to Location B, as well as when children completed fewer trials to Location A. Together, these data suggest that A-not-B-type errors are pervasive across tasks and development. 相似文献
Research suggests that the likelihood of students entering into science, technology, engineering, and mathematics (STEM) careers can be increased by promoting and maintaining students’ interest in STEM during middle school years, a critical developmental stage when students’ interests begin to solidify. One way to attract students to STEM is through technology-enhanced learning environments and experiences, which can spark and cultivate the long-term interest needed to pursue STEM careers. Virtual reality (VR) can potentially increase access to such STEM-related experiences for all students due to its educational and technological affordances. Currently, there has been little exploration of the intersection between VR and career development for K-12 students. This study, therefore, aims to address this gap by exploring the use of VR 360 videos for STEM career exploration. Data were collected using focus group interviews with 39 primarily Latinx middle school students who participated in the summer enrichment program. These interviews were conducted immediately after a VR 360 video activity that featured female characters and/or characters from racial minorities in order to best support students who are underrepresented in STEM fields. The findings support the potential of VR as a tool for career development as long as content, possible physical side effects, and scaffolding are considered. The implications for research and practice are discussed.