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  2. Social identity model of deindividuation effects - Wikipedia

    en.wikipedia.org/wiki/Social_identity_model_of...

    The social identity model of deindividuation effects (or SIDE model) is a theory developed in social psychology and communication studies. SIDE explains the effects of anonymity and identifiability on group behavior. It has become one of several theories of technology that describe social effects of computer-mediated communication.

  3. Deindividuation - Wikipedia

    en.wikipedia.org/wiki/Deindividuation

    Deindividuation theory seeks to provide an explanation for a variety of antinormative collective behavior, such as violent crowds, lynch mobs, etc. [4] Deindividuation theory has also been applied to genocide [5] and been posited as an explanation for antinormative behavior online and in computer-mediated communications. [6]

  4. Learning styles - Wikipedia

    en.wikipedia.org/wiki/Learning_styles

    The Felder Silverman Learning Style Model (FSLSM) is a type of learning styles based on a two-step process, where the individual first receives the information through an internal or external mean and then processes it. [32] Felder and Silverman discovered five areas that affected learning: [33] Active/Reflective; Visual/Verbal; Sensing/Intuition

  5. Four stages of competence - Wikipedia

    en.wikipedia.org/wiki/Four_stages_of_competence

    The model was used at Gordon Training International by its employee Noel Burch in the 1970s; there it was called the "four stages for learning any new skill". [5] Later the model was frequently attributed to Abraham Maslow , incorrectly since the model does not appear in his major works.

  6. Crowd psychology - Wikipedia

    en.wikipedia.org/wiki/Crowd_psychology

    Deindividuation theory is largely based on the ideas of Gustave Le Bon [27] and argues that in typical crowd situations, factors such as anonymity, group unity, and arousal can weaken personal controls (e.g. guilt, shame, self-evaluating behavior) by distancing people from their personal identities and reducing their concern for social evaluation.

  7. Learning theory (education) - Wikipedia

    en.wikipedia.org/wiki/Learning_theory_(education)

    Learning theory describes how students receive, process, and retain knowledge during learning. Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a worldview, is acquired or changed and knowledge and skills retained.

  8. U.S. tech companies dominate the generative AI boom ... - AOL

    www.aol.com/finance/u-tech-companies-dominate...

    U.S. tech companies dominate the generative AI boom—and the cost of model training explains why, a new Stanford University report shows Sage Lazzaro April 18, 2024 at 10:17 AM

  9. Anthony Gregorc - Wikipedia

    en.wikipedia.org/wiki/Anthony_Gregorc

    The Gregorc Style Delineator is a self-scoring written instrument that elicits responses to a set of 40 specific words. [3] Scoring the responses will give values for a model with two axes: a "perceptual space duality," concrete vs. abstract, and an "ordering duality," sequential vs. random [4] The resulting quadrants are the "styles":