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Learning & Behavior - Rats were made ill immediately or 6 h after drinking either familiar tap water or a novel .1% saccharin solution. Control animals were given sham treatments immediately...  相似文献   
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The GlobalEd Project employs a technology richenvironment for high school students who wishto participate in a simulation of internationalrelations and negotiation. A simulationconsists of negotiations on a variety ofinternational policy issues conducted bystudents from 10–15 schools through anInternet-based interface. This study reportsthe findings of 234 high school participants'changes in academic and technologyself-efficacy skills, as well as knowledge,attitudes and behaviors related to academicpreparation and performance, the use ofeducational technology, and associated outcomesfrom participating in a simulation ofinternational relations. The results arediscussed in terms of the current literature onself-efficacy and gender differences incognitive process.  相似文献   
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This paper describes an experiential speechreading course that was designed to provide hearing-impaired students with real-life communication experiences. The course, intended to function as a supplement to traditional speechreading courses, was evaluated with a self-evaluation questionnaire completed by students who took the course and by a matched control group. Results indicate that the course was effective in increasing student self-perceptions of communication success in real-life situations.  相似文献   
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We develop a single‐class period learning game for the Plan‐Do‐Study‐Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem‐solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include increased student attention, engagement, and learning. Empirical tests show that participant pre‐ and post‐test scores regarding their understanding of each phase of PDSA improved 21.2% after completing the game. Additionally, the treatment group performed 16.6% higher than the control group. In participant perception questions, 85% of participants felt the game was more effective than lecture or reading, 93% felt the game was fun, 95% felt the game improved their understanding of PDSA, and 98% felt the game was engaging.  相似文献   
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Across two studies, we developed and tested a declarative metacognitive interview to investigate the effects of developmental level and verbal intelligence on children's metaconceptual understanding of processes related to concept use and object categorization. Metaconceptual knowledge developed throughout elementary school, with near ceiling scores for adults. IQ scores correlated positively with metaconceptual interview scores for all groups of children. Study 2 confirmed a relationship between scores on the metaconceptual interview and performance on a Twenty Questions task for which strategic performance was presumed to depend on such knowledge, though metaconceptual knowledge was most important when IQ was lower. Implications for theory development and hypotheses about how metaconceptual knowledge develops are discussed.  相似文献   
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