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291.
Historians of science in modern China have tried to challenge misconceptions that late nineteenth- and early twentieth-century Chinese were slow to master science or, worse, that they missed the point of science altogether. In so doing, we have often put aside basic questions-like why Chinese were interested in modern science in the first place or how they found modern science useful for their own purposes-in order to demonstrate the quality and advancement of scientific work in China. But overlooking these underlying issues not only strengthens the myth of science as an obvious and inevitable step in development; it also limits the relevance of the Chinese case to the history of science more broadly. If, instead, the spread of science is reconceptualized as a problem of desire and utility, the Chinese example may suggest interesting new avenues for the study of cultural innovation across geographic and disciplinary frameworks.  相似文献   
292.
Pigeons responded in a two-component peak procedure in which the components differed in terms of reinforcement magnitude (Experiment 1), immediacy (Experiment 2), or probability (Experiment 3). The prediction of behavioral momentum theory that responding in the relatively richer component should be more resistant to change was tested by (1) presenting response-independent food in the intervals between components according to a variable-time (VT) schedule, (2) prefeeding, and (3) extinction. In all the experiments, peak location in baseline occurred earlier, relative to the schedule value in the richer component. Peak response rate was more resistant to change in the richer component during the VT and prefeeding tests, and change in peak rate was more sensitive to differential reinforcement than change in overall response rate. Changes in measures of performance on peak trials during the disruptor tests were partially consistent with predictions of the behavioral theory of timing. The results suggest that peak response rate provides a more sensitive index of resistance to change for fixed-interval schedules than does overall response rate and that reinforcement strengthens both peak responding and temporal control.  相似文献   
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Education and Information Technologies - This paper reports on a mixed-methods study of the Total Reading Approach for Children Plus (TRAC+) program, with a particular focus on its mobile learning...  相似文献   
296.
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of learning analytics methods to provide evidence for psychometric qualities of a digital GBA called Shadowspect, particularly to what extent Shadowspect is a robust assessment tool for middle school students' spatial reasoning skills. Our findings indicate that Shadowspect is a valid assessment for spatial reasoning skills, and it has comparable precision for both male and female students. In addition, students' enjoyment of the game is positively related to their overall competency as measured by the game regardless of the level of their existing spatial reasoning skills.

Practitioner notes

What is already known about this topic:
  • Digital games can be a powerful context to support and assess student learning.
  • Games as assessments need to meet certain psychometric qualities such as validity and generalizability.
  • Learning analytics provide useful ways to establish assessment models for educational games, as well as to investigate their psychometric qualities.
What this paper adds:
  • How a digital game can be coupled with learning analytics practices to assess spatial reasoning skills.
  • How to evaluate psychometric qualities of game-based assessment using learning analytics techniques.
  • Investigation of validity and generalizability of game-based assessment for spatial reasoning skills and the interplay of the game-based assessment with enjoyment.
Implications for practice and/or policy:
  • Game-based assessments that incorporate learning analytics can be used as an alternative to pencil-and-paper tests to measure cognitive skills such as spatial reasoning.
  • More training and assessment of spatial reasoning embedded in games can motivate students who might not be on the STEM tracks, thus broadening participation in STEM.
  • Game-based learning and assessment researchers should consider possible factors that affect how certain populations of students enjoy educational games, so it does not further marginalize specific student populations.
  相似文献   
297.
We examined the dimensionality of oral discourse skills (comprehension and retell of texts) and the relations of language and cognitive skills to the identified dimensions. Data were from 529 English-speaking second graders (Mage = 7.42; 46% female; 52.6% Whites, 33.8% African Americans, 4.9% Hispanics, 4.7% two or more races, .8% Asian Americans, .6% American Indians, .2% Native Hawaiians, 2.5% unknown; data from 2014–2015 to 2016–2017). Confirmatory factor analysis revealed that oral discourse skills are best described as four related but dissociable dimensions of narrative comprehension, narrative retell, expository comprehension, and expository retell (rs = .59–.84). Language and cognitive skills had different patterns of relations to the identified dimensions and explained larger amounts of variance in comprehension than in retell.  相似文献   
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