Subgoal Labeling
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Subgoal Labeling
Subgoal labeling is giving a name to a group of steps, in a wikt:step-by-step, step-by-step description of a wikt:process, process, to explain how the group of steps achieve a related subgoal. This concept is used in the fields of cognitive science and educational psychology. Lower-level steps of a Worked-example effect, worked example are grouped into a meaningful unit and labeled. This labeling helps learners identify the structural information from incidental information. Learning subgoals can reduce cognitive load when problem solving because the learner has fewer possible problem-solving steps to focus. Subgoal-labeled worked examples might provide learners with mental model frameworks. In a recent study, Learners who were given labels for subgoals used those labels when explaining how they solved a problem, suggesting that's how they mentally organized the information. Introduction Generally problem solving adopts a very procedural approach. Problem solving in the areas of ...
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Step-by-step
Step by Step may refer to: Film and television * Step by Step (1946 film), ''Step by Step'' (1946 film), an American film directed by Phil Rosen * Step by Step (2002 film), ''Step by Step'' (2002 film), a Belgian film directed by Philippe Blasband * Step by Step (TV series), ''Step by Step'' (TV series), a 1990s American sitcom Television episodes * Step by Step (Cyberchase), "Step by Step" (''Cyberchase'') * Step by Step (Heartland), "Step by Step" (''Heartland'') * Step by Step (Holmes on Homes), "Step by Step" (''Holmes on Homes'') Music Albums * Step by Step (Chisato Moritaka album), ''Step by Step'' (Chisato Moritaka album), 1994 * Step by Step (Eddie Rabbitt album), ''Step by Step'' (Eddie Rabbitt album) or the title song (see below), 1981 * Step by Step (Linda George album), ''Step by Step'' (Linda George album), 1975 * Step by Step (New Kids on the Block album), ''Step by Step'' (New Kids on the Block album) or the title song (see below), 1990 * ''Step by Step: The ...
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Multiagent
An agent-based model (ABM) is a computational model for simulating the actions and interactions of autonomous agents (both individual or collective entities such as organizations or groups) in order to understand the behavior of a system and what governs its outcomes. It combines elements of game theory, complex systems, emergence, computational sociology, multi-agent systems, and evolutionary programming. Monte Carlo methods are used to understand the stochasticity of these models. Particularly within ecology, ABMs are also called individual-based models (IBMs). A review of recent literature on individual-based models, agent-based models, and multiagent systems shows that ABMs are used in many scientific domains including biology, ecology and social science. Agent-based modeling is related to, but distinct from, the concept of multi-agent systems or multi-agent simulation in that the goal of ABM is to search for explanatory insight into the collective behavior of agents obeying s ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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Educational Research
Educational research refers to the systematic collection and analysis of data related to the field of education. Research may involve a variety of methods and various aspects of education including student learning, teaching methods, teacher training, and classroom dynamics. Educational researchers generally agree that research should be rigorous and systematic. However, there is less agreement about specific standards, criteria and research procedures. As a result, the value and quality of educational research has been questioned. Educational researchers may draw upon a variety of disciplines including psychology, economics, sociology, anthropology, and philosophy. Methods may be drawn from a range of disciplines. Conclusions drawn from an individual research study may be limited by the characteristics of the participants who were studied and the conditions under which the study was conducted. General characteristics Gary Anderson outlined ten aspects of educational research: ...
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General
A general officer is an officer of high rank in the armies, and in some nations' air forces, space forces, and marines or naval infantry. In some usages the term "general officer" refers to a rank above colonel."general, adj. and n.". OED Online. March 2021. Oxford University Press. https://www.oed.com/view/Entry/77489?rskey=dCKrg4&result=1 (accessed May 11, 2021) The term ''general'' is used in two ways: as the generic title for all grades of general officer and as a specific rank. It originates in the 16th century, as a shortening of ''captain general'', which rank was taken from Middle French ''capitaine général''. The adjective ''general'' had been affixed to officer designations since the late medieval period to indicate relative superiority or an extended jurisdiction. Today, the title of ''general'' is known in some countries as a four-star rank. However, different countries use different systems of stars or other insignia for senior ranks. It has a NATO rank scal ...
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Journal Of Educational Psychology
The ''Journal of Educational Psychology'' is a peer-reviewed academic journal that was established in 1910 and covers educational psychology. It is published by the American Psychological Association. The current editor-in-chief is Steve Graham (Arizona State University). The journal publishes original psychological research on education at all ages and educational levels, as well as occasional theoretical and review articles deemed of particular importance. According to the ''Journal Citation Reports'', the journal has a 2020 impact factor The impact factor (IF) or journal impact factor (JIF) of an academic journal is a scientometric index calculated by Clarivate that reflects the yearly mean number of citations of articles published in the last two years in a given journal, as i ... of 5.805. The journal has implemented the Transparency and Openness Promotion (TOP) Guidelines. The TOP Guidelines provide structure to research planning and reporting and aim to make research ...
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Mark Guzdial
Mark Joseph Guzdial (born September 7, 1962) is a Professor in the College of Engineering at the University of Michigan. He was formerly a professor in the School of Interactive Computing at the Georgia Institute of Technology affiliated with the College of Computing and the GVU Center. He has conducted research in the fields of computer science education and the learning sciences and internationally in the field of Information Technology. From 2001–2003, he was selected to be an ACM Distinguished Lecturer, and in 2007 he was appointed Vice-Chair of the ACM Education Board Council. He was the original developer of the CoWeb (or Swiki), one of the earliest wiki engines, which was implemented in Squeak and has been in use at institutions of higher education since 1998. He is the inventor of the Media Computation approach to learning introductory computing, which uses contextualized computing education to attract and retain students. Education Mark Guzdial was born in Michigan ...
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Agent-based Model
An agent-based model (ABM) is a computational model for simulating the actions and interactions of autonomous agents (both individual or collective entities such as organizations or groups) in order to understand the behavior of a system and what governs its outcomes. It combines elements of game theory, complex systems, emergence, computational sociology, multi-agent systems, and evolutionary programming. Monte Carlo methods are used to understand the stochasticity of these models. Particularly within ecology, ABMs are also called individual-based models (IBMs). A review of recent literature on individual-based models, agent-based models, and multiagent systems shows that ABMs are used in many scientific domains including biology, ecology and social science. Agent-based modeling is related to, but distinct from, the concept of multi-agent systems or multi-agent simulation in that the goal of ABM is to search for explanatory insight into the collective behavior of agents obeying ...
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E-learning
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and Education sciences, educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers to the industry of companies that create educational technology. In addition to the practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science. It encompasses several domains including Learning theory (education), learning theory, computer-based training, online learning, and m-learning where mobile technologies are used. Definition The Association for Educational Communications and Technology (AECT) has defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropri ...
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Education Technology
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers to the industry of companies that create educational technology. In addition to the practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science. It encompasses several domains including learning theory, computer-based training, online learning, and m-learning where mobile technologies are used. Definition The Association for Educational Communications and Technology (AECT) has defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources". It ...
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Educational Psychology
Educational psychology is the branch of psychology concerned with the scientific study of human learning. The study of learning processes, from both cognitive and behavioral perspectives, allows researchers to understand individual differences in intelligence, cognitive development, affect, motivation, self-regulation, and self-concept, as well as their role in learning. The field of educational psychology relies heavily on quantitative methods, including testing and measurement, to enhance educational activities related to instructional design, classroom management, and assessment, which serve to facilitate learning processes in various educational settings across the lifespan.Snowman, Jack (1997). Educational Psychology: What Do We Teach, What Should We Teach?. "Educational Psychology", 9, 151-169 Educational psychology can in part be understood through its relationship with other disciplines. It is informed primarily by psychology, bearing a relationship to that discipline a ...
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