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41.
The present study examined whether the use of a simultaneous prompting procedure would result in an increase in the percentage of correct responses when expressively identifying first aid materials. A multiple probe design across behaviours and replicated across students was used. Three training sets with a total of nine first aid materials were presented to three students. Also, instructive feedback stimuli were presented during consequent events to increase the efficiency of instruction. The instructive feedback con tained the functions of the instructional materials. Maintenance effects were assessed 1, 2, and 4 weeks after training. The results showed that all students learned expressive identification of first aid materials and maintained them after training. Furthermore, all students acquired and maintained some of the instructive feedback stimuli presented to them during instruction.  相似文献   
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Research in Science Education - According to a report by the Turkish Industry and Business Association, Turkey will need approximately 1 million individuals to be employed in Science Technology...  相似文献   
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In this paper, we propose a novel method for addressing the multi-equilibria consensus problem for a network of n agents with dynamics evolving in discrete-time. In this method, we introduce, for the first time in the literature, two concepts called primary and secondary layer subgraphs. Then, we present our main results on directed graphs such that multiple consensus equilibria states are achieved, thereby extending the existing single-state consensus convergence results in the literature. Furthermore, we propose an algorithm to determine the number of equilibria for any given directed graph automatically by a computer program. We also analyze the convergence properties of multi-equilibria consensus in directed networks with time-delays under the assumption that all delays are bounded. We show that introducing communication time-delays does not affect the number of equilibria of the given network. Finally, we verify our theoretical results via numerical examples.  相似文献   
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The devastating COVID-19 pandemic has cast a light on the question of why trust in scientists is important. This mixed-method study aimed to explore the study participants’ trust in scientists about getting the COVID-19 vaccine. It also aimed to reveal which key sources of information participants followed about the pandemic. Participants’ health-related behaviors and justifications for their behaviors as a response to the pandemic were also explored to understand how trust in scientists and sources of information played a role in the fight against COVID-19. The responses of 1233 participants across Turkey were analyzed. The findings indicated that trust in scientists and compliance with the scientists’ suggested behaviors among the participants were quite high. It was also revealed that, for both trust and non-trust groups, participants questioned the reliability of information and the sources. Participants justified their behaviors mainly by referring to policies, e.g., masks, distance, and hygiene, developed and implemented with the collaboration of government, scientists, and the World Health Organization. Moreover, trust issues regarding scientists, government authorities, or other citizens were mentioned in participants’ justifications. The current study also shed light on the importance of building trust through an open and healthy dialogue among scientists, government authorities, and the public to overcome the COVID-19 pandemic. The study highlighted the need for scientifically informed citizens to deal with the problems, i.e., misinformation and disinformation, in the post-truth era such as not jeopardizing effective solutions to eliminate the pandemic, e.g., taking the vaccine.

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Virtual design studio (VDS) has been a part of the discourse of architectural pedagogy for the past two decades. VDS has been showcased as a potential educational tool in schools of architecture often in controlled, pre‐designed experiments. However, the global COVID‐19 pandemic has forced most schools to move their design studios into virtual space. This article aims to explore the potential advantages and shortcomings of VDS during the COVID‐19 quarantine from the perspective of students in a department of architecture. The study investigates three aspects of VDS namely, participating students’ evaluation of the virtual studio experience, the effectiveness of VDS in achieving the studio’s expected learning outcomes and the evaluation process for final design projects. Some 360 students from eight consecutive design studios participated in the study. The results indicate improvement in students’ ability to conduct independent research and in learning new computer‐aided design (CAD) software. Furthermore, the study finds VDS to be much more applicable for third‐ and fourth‐year students. The results also show a significant decline in background informal peer learning among students. Further studies are needed to address the implementation of a more immersive social experience in VDS.  相似文献   
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This study aimed to compare the effects of interactive and non-interactive videos concerning the autism spectrum disorder on medical students’ achievement. It also evaluated the relation between the interactive videos’ interactivity and the students’ decision-making process. It used multiple methods, including quantitative and qualitative methods. The participants were 60 medical students, divided into two groups. One group watched an interactive video while the other watched a non-interactive video. Pre- and post-tests were used to evaluate the students’ relevant achievements in each group. Moreover, a think-aloud protocol was used to evaluate the decision-making process of the group who watched the interactive video. The pre- and post-test results indicated an increase in the achievements of students in the tested groups. Students who watched the interactive video were found to be more successful. Finally, watching interactive videos was shown to positively affect medical students’ decision-making process.  相似文献   
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The aim of the current study is to compare the effect of virtual and physical manipulatives on preschool children’s understanding of geometric shapes. A quasi-experimental research design was employed where children in the experimental group used tablet computers to access Augmented Reality (AR)-based virtual manipulatives, while children in the control group used physical manipulatives. The instruction lasted for a period of four weeks at a public primary school in Turkey with 72 children aged five and six years old. Comparison of their understanding of geometric shapes was based on their scores from pre-test and post-test measures of the Geometric Shape Recognition Task instrument. Analysis of the collected data revealed no statistically significant difference between the groups in the circle recognition task, while statistically significant differences were found between the groups in the recognition tasks for triangle, rectangle, and square shapes in favour of the experimental group. In addition to this, although there was an increase in the total scores of both groups, the results showed a statistically significant difference in test scores in favour of the experimental group. The current study also showed that the children had difficulty in categorising geometric shapes when their attributes were changed, therefore providing different forms of geometric shapes to children is very important for improving their conceptual understanding.  相似文献   
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