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The Draw-A-Scientist Test (DAST) is an open-ended projective test designed to investigate children's perceptions of the scientist. Originally developed by David Wade Chambers in 1983, the main purpose was to learn at what age the well known stereotypic image of the scientist first appeared.
Experiment 2 focused on how the substantive content of cognitions can affect subsequent delay behavior. The conditions in Experiment 2 were the same as in Experiment 1, with the exception that after the three comprehension questions were asked of the children the experimenter suggested ideas to think about while they were waiting.
Student groups may determine their projects, and in so doing, they engage student voice by encouraging students to take full responsibility for their learning. When students use technology as a tool to communicate with others, they take on an active role vs. a passive role of transmitting the information by a teacher, a book, or broadcast.
A typical PechaKucha Night includes 8 to 14 presentations. Organizers in some cities have customized their own format. For example, in Groningen, Netherlands, two six-minute, 40-second presentation slots are given to a live band, and the final 20 seconds of each presentation includes an immediate critique of the presentation by the host's ...
Thomson's experiments with cathode rays (1897): J. J. Thomson's cathode ray tube experiments (discovers the electron and its negative charge). Eötvös experiment (1909): Loránd Eötvös publishes the result of the second series of experiments, clearly demonstrating that inertial and gravitational mass are one and the same.
The thought experiment concerns a lamp that is toggled on and off with increasing frequency. Thomson's lamp is a philosophical puzzle based on infinites. It was devised in 1954 by British philosopher James F. Thomson, who used it to analyze the possibility of a supertask, which is the completion of an infinite number of tasks.
Participant in a ganzfeld experiment. A ganzfeld experiment (from the German words for "entire" and "field") is an assessment used by parapsychologists that they contend can test for extrasensory perception (ESP) or telepathy. In these experiments, a "sender" attempts to mentally transmit an image to a "receiver" who is in a state of sensory ...
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
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