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Anuradha Gopalakrishnan – ProQuest LLC, 2021
Multilingual instruction takes many shapes and forms depending on the affordances and limitations of the context in which it is implemented. Because multilingual instruction is often context-specific, it has to be designed in collaboration with local stakeholders and developed through multiple implementations in the context. While the field of…
Descriptors: Multilingualism, Second Language Learning, Second Language Instruction, German
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Couture, Mathieu; Lafond, Daniel; Tremblay, Sebastien – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2008
In a serial recall task, the "Hebb repetition effect" occurs when recall performance improves for a sequence repeated throughout the experimental session. This phenomenon has been replicated many times. Nevertheless, such cumulative learning seldom leads to perfect recall of the whole sequence, and errors persist. Here the authors report…
Descriptors: Probability, Recall (Psychology), Sequential Learning, Error Analysis (Language)
Lahey, George F. – Journal of Computer-Based Instruction, 1981
Studied the performance of the U.S. Navy trainees on three computer-based lessons under programed control in order to determine whether variations in the sequence of instructional presentation improved learning. Sixteen references are cited. (FM)
Descriptors: Adult Students, Bibliographies, Computer Assisted Instruction, Instructional Improvement
Flammer, August – 1977
The general hypotheses derived from a series of six experiments in instructional theory were as follows: that the individually optimal reading sequence of juxtaposed, but mutally related, prose text depends on learning goal and pre-knowledge; that adult learners are able to approach this reading sequence through their own decisions; and that…
Descriptors: Adult Students, Cognitive Processes, Decision Making Skills, Educational Theories
PATTEN, RONALD J.; STEINMETZ, LAWRENCE L. – 1967
AT THE UNIVERSITY OF COLORADO'S SCHOOL OF BUSINESS, AN EVALUATION WAS MADE OF GAMING AS AN EFFECTIVE TRAINING DEVICE FOR LOWER RANKING MANAGEMENT AND RANK-AND-FILE PERSONNEL. PARTICIPANTS WERE COLLEGE STUDENTS AND PART-TIME STUDENTS, BELIEVED TO BE LIKE PERSONS INVOLVED IN MANAGEMENT TRAINING PROGRAMS AND PROGRAMS FOR RANK-AND-FILE EMPLOYEES. THE…
Descriptors: Accounting, Achievement, Adult Learning, Adult Students