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91.
When people judge the contingency between a target cue and an outcome, they also take into account the contingency between the outcome and other cues with which the target cue co-occurred. Several authors have argued that such cue competition effects are due to higher order reasoning processes. We review the evidence that supports this hypothesis and discuss whether higher order reasoning might also play a role in other learning phenomena.  相似文献   
92.
The evaluation plan arid preliminary results are reported for the ATS‐6 Satellite interactive telecommunication program for teaching at sites remote from an established medical school. The technical aspects of the system were seen as quite adequate and did not appear to substantially inhibit interaction. In the Fairbanks broadcasts analyzed, the average number of interactions ranged from 1.49 to 2.60 per minute. Ninety percent of the interaction flowed across the Satellite during Omak transmissions. Participants tended to initiate communication when they were on camera rather than when viewing their counterparts. Omak participants directed a higher percentage of the communication in student/resident programs (70%) than in faculty continuing education programs (59%). Interaction analysis indicated the categories of giving opinion, information, and suggestion were most frequent. Asking for opinion and suggestion occurred infrequently. The most frequent emotional expression was offering solidarity (e.g., reassurance), while there were exceedingly few expressions of disagreement, tension and antagonism. User acceptance of the system was determined to be very high. Participants with frequent exposure to the Satellite modality tended to have positive reaction. A significant difference in knowledge gain is reported in one of two basic science areas taught via Satellite as compared to regular instruction.  相似文献   
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This article will discuss the findings of a single explanatory case study on the model of whole school guidance counselling in the Irish secondary school system, which was carried out during a turbulent period of policy and practice changes in the delivery of guidance counselling services to students from 2012 onwards. Although the case study is positioned within a single voluntary school, the findings may be typical of similar secondary schools settings in Ireland and abroad. Particular focus is given to explicating the key findings of the case study through the specific themes of: concepts of whole school guidance counselling, the Irish integrated model of guidance counselling, stakeholder roles and responsibilities, and the effect of resource re-allocations by policy makers funding guidance school services.  相似文献   
95.
Little is known about the instructional effects of narrative framing elements in child learning games. In this study, second and third graders (Mage = 8.24) played one of two versions of a successful, commercial mathematical learning game at home for 2 weeks (N = 95; between-subject design). The versions differed in the presence/absence of a background story conveyed through comic cutscenes at the beginning and the end of the game. Results showed that children played the game intensively in both conditions: despite not being forced to do so. Plus, they also learned from the game. As expected, children assigned to the cutscenes condition interfaced with the cutscenes. However, no between-group difference was detected in pre-post learning gains, parent-reported engagement, self-reported enjoyment, time spent with the game and the number of solved in-game tasks (all |ds| < 0.29). Altogether, no advantage or disadvantage from the narrative comic cutscenes was revealed.  相似文献   
96.
This study measured the effect of audio-video channel correspondence on attention and memory. Three versions of four TV news stories were the stimuli. The high-correspondence version employed a specific audio-video semantic match, the medium-correspondence version a less specific match, and the no-correspondence version no match. High channel correspondence promoted the most efficient division of attention and the best memory scores on visual and factual recognition measures. The medium-correspondence version yielded significantly worse visual memory and attention scores, but factual attention and memory scores equal to those for the high-correspondence version. The no-correspondence version yielded high visual recognition scores, but the worst visual attention scores, suggesting that attentional capacity boundaries were overwhelmed by the stimulus. The results across all conditions suggest that when attentional capacity is exceeded, memory of the overall story is degraded.  相似文献   
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The purpose of this study was to develop and verify the Index of Science Reading Awareness (ISRA) based on a model of an efficient, successful interactive-constructive science reader and three independent metacognitive awareness domains. Several researchers have noted the need for efficient, reliable, and valid measures of metacognition. ISRA data collected on 532 students (Grades 4–8) were analyzed using factor analyses, linear structural modeling, and analyses of variance (ANOVAs) to help verify the model and the test. The factor analyses and linear structural modeling indicated that these data did not support the assumption about the three independent metacognitive awareness domains, but suggested that the model and the test were structured around the design features of science reading, science text, and science reading strategies. One-way ANOVAs indicated significant, predicted reading ability and gender differences but unexpected grade-level differences. The composite metacognitive awareness data indicated that most Grade 4–8 students have surface knowledge about science reading, science text, and science reading strategies, and indicated specific targets for explicit science reading instruction. © 1998 John Wiley & Sons, Inc. J Res Sci Teach 35: 27-51, 1998.  相似文献   
100.
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