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  2. Operant conditioning - Wikipedia

    en.wikipedia.org/wiki/Operant_conditioning

    Operant conditioning, also called instrumental conditioning, is a learning process where voluntary behaviors are modified by association with the addition (or removal) of reward or aversive stimuli. The frequency or duration of the behavior may increase through reinforcement or decrease through punishment or extinction .

  3. ADDIE model - Wikipedia

    en.wikipedia.org/wiki/ADDIE_Model

    The evaluation phase consists of two aspects: formative and summative. Formative evaluation is present in each stage of the ADDIE process, while summative evaluation is conducted on finished instructional programs or products. Donald Kirkpatrick's Four Levels of Learning Evaluation are often utilized during this phase of the ADDIE process.

  4. Common operator notation - Wikipedia

    en.wikipedia.org/wiki/Common_operator_notation

    The operator precedence is a number (from high to low or vice versa) that defines which operator takes an operand that is surrounded by two operators of different precedence (or priority). Multiplication normally has higher precedence than addition, [1] for example, so 3+4×5 = 3+(4×5) ≠ (3+4)×5.

  5. Comparison of instruction set architectures - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_instruction...

    The number of operands is one of the factors that may give an indication about the performance of the instruction set. A three-operand architecture (2-in, 1-out) will allow A := B + C to be computed in one instruction ADD B, C, A A two-operand architecture (1-in, 1-in-and-out) will allow A := A + B to be computed in one instruction ADD B, A

  6. Lazy evaluation - Wikipedia

    en.wikipedia.org/wiki/Lazy_evaluation

    Lazy evaluation is difficult to combine with imperative features such as exception handling and input/output, because the order of operations becomes indeterminate. The opposite of lazy evaluation is eager evaluation, sometimes known as strict evaluation. Eager evaluation is the evaluation strategy employed in most [quantify] programming languages.

  7. Design of experiments - Wikipedia

    en.wikipedia.org/wiki/Design_of_experiments

    Design of experiments with full factorial design (left), response surface with second-degree polynomial (right) The design of experiments , also known as experiment design or experimental design , is the design of any task that aims to describe and explain the variation of information under conditions that are hypothesized to reflect the variation.

  8. Bloom's taxonomy - Wikipedia

    en.wikipedia.org/wiki/Bloom's_taxonomy

    Bloom's taxonomy has become a widely adopted tool in education, influencing instructional design, assessment strategies, and learning outcomes across various disciplines. Despite its broad application, the taxonomy has also faced criticism, particularly regarding the hierarchical structure of cognitive skills and its implications for teaching ...

  9. Worked-example effect - Wikipedia

    en.wikipedia.org/wiki/Worked-example_effect

    The worked-example effect is a learning effect predicted by cognitive load theory. [1] [full citation needed] Specifically, it refers to improved learning observed when worked examples are used as part of instruction, compared to other instructional techniques such as problem-solving [2] [page needed] and discovery learning.