You have just finished a unit on basic material that you want your students to know thoroughly before you proceed to more difficult material. You construct what you believe is a challenging test over the material and administer it to your class. You then score the test and conduct an item analysis. You find that item difficulty values for all the items are between .90 and 1.00 . You should
conclude that:
a. low-achieving students did better on the test questions than high-ability students did, so you may have errors in your scoring key.
b. on the average, the test was moderately difficult for students, so perhaps some students know the material and others do not.
c. the test questions were extremely difficult for students, so you probably should devote additional instructional time to the material.
d. the test questions were easy for students, so apparently your class has learned the material well.
d
You might also like to view...
When should we begin teaching children how to edit their written work?
A. When they are writing a number of power words and can construct a sentence. B. In third grade, when they can use a dictionary. C. As soon as they are writing words so they do not develop inappropriate spelling strategies. D. When they are doing process writing.
Valuing can be defined as
A) doing what is best for oneself. B) feeling you have direction in your life. C) choosing between something you want and something you have power over. D) displaying consistent behavior reflecting a general attitude. E) of these answers are correct.
Which of the following is an example of a good research question for a correlational study?
a. What are the attitudes of the parents about our districts new homework policy? b. Is there a relationship between student achievement and homework completion? c. Are there differences in parent attitudes about homework between mothers and fathers? d. How much homework does the average fifth grade teacher in our district assign?
The purpose of simulation software is to
a. reinforce learning by providing practice. b. reinforce learning by imitating a real life situation. c. extend learning by posing a problem to solve. d. teach a concept in a game environment.