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“Dragons at the Snack Table” explores Magic Realism in relation to lived Applied Theatre spaces.  相似文献   
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Students who struggle with learning mathematics often have difficulties with geometry problem solving, which requires strong visual imagery skills. These difficulties have been correlated with deficiencies in visual working memory. Cognitive psychology has shown that chunking of visual items accommodates students’ working memory deficits. This study investigated the effects of visual‐chunking representation as a testing accommodation for improving students’ geometry problem‐solving performance. Participants were four third‐graders with difficulties in mathematics. An adapted reversal design was employed to examine the students’ performance changes during standard testing conditions and accommodated testing conditions. During the accommodated condition, students were presented with visual‐chunking images. Results suggested that the visual‐chunking representation accommodation improved students’ performance on geometry problem‐solving tasks, and an interview confirmed students’ preference for the visual‐chunking representation approach.  相似文献   
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Abstract

In this study we describe and examine the effectiveness of an instructional program designed to teach learning disabled adolescents to make better personal decisions. We presented problems in short narratives based on the types of problems these students must solve in their own lives. The program, conducted as part of the students' regular resource room curriculum, incorporated schema‐general questions for problem solving coupled with practice in generating problem‐specific questions to reach an appropriate decision. Participants were 70 resource room students in two large, urban high schools. We employed a pretest‐posttest comparison group design. On the posttest, instructed students performed significantly better on (1) identifying a general schema for making a personal decision and (2) applying the schema to reach appropriate decisions concerning novel problem narratives. The results support the view that application of a general schema to specific problems can be an effective instructional method to improve critical thinking and decision making.  相似文献   
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Prior research on pretrial publicity has produced mixed results and a roughly equal number of studies show an effect, show no effect, or show mixed results. We explored the effects of (a) homogenous vs. heterogeneous exposure (whether deliberating jurors were all exposed to the same publicity or not) and (b) pre-deliberation queries as potential contributors to mixed results. We found an effect for positive but not negative publicity on conviction rates but not evidence ratings. Exposure heterogeneity appears to explain these differences and pre-deliberation queries did appear to play some role in the obtained outcomes. Overall these findings do not replicate a robust publicity effect and future research should consider how homogeneous exposure and pre-deliberation opinion queries influence results.  相似文献   
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This study investigated the combined role of instructor communication variables (nonverbal immediacy and self-disclosure), instructor credibility (competence, caring, and trustworthiness), and student personality traits (extraversion, neuroticism, agreeableness, conscientiousness, and openness) in predicting students’ uncivil behaviors in class. A total of 406 students completed online questionnaires regarding the instructor of the class they attended prior to the one in which the study was administered. Personality and instructor behavior variables contributed approximately equally to explaining variance in student incivility. Students’ conscientiousness and agreeableness had direct negative relationships with incivility, whereas instructors’ amount and negativity of self-disclosure had direct positive relationships with incivility.  相似文献   
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Gamified teaching is a pedagogical strategy that utilizes principles of gaming in the structure of assignments and grading. When students are allowed to engage in gameful educational experiences, they are given the freedom to choose their own pathway through assignments in order to better customize their learning. This article presents a rationale for gamified teaching and outlines the various elements of this instructional approach. In addition, guidance is provided on how to convert a traditional course to a gamified class.  相似文献   
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