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Miech on 'generational forgetting' about drug-use dangers

Impacts of H-1B visas: Lower prices and higher production - or lower wages and higher profits?

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Call for papers: Conference on computational social science, April 2017, U-M

Sioban Harlow honored with 2017 Sarah Goddard Power Award for commitment to women's health

Post-doc fellowship in computational social science for summer or fall 2017, U-Penn

ICPSR Summer Program scholarships to support training in statistics, quantitative methods, research design, and data analysis

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Mon, Feb 13, 2017, noon:
Daniel Almirall, "Getting SMART about adaptive interventions"

Using technology to explore social networks and mechanisms underlying peer effects in classrooms

Archived Abstract of Former PSC Researcher

Guryan, Jonathan, Brian Jacob, Eric Klopfer , and Jennifer Groff. 2008. "Using technology to explore social networks and mechanisms underlying peer effects in classrooms." Developmental Psychology, 44(2): 355-364.

Peer interactions among children have long interested social scientists. Identifying causal peer effects is difficult, and a number of studies have used random assignment to produce evidence that peers affect each other's outcomes. This focus by sociologists and economists on whether peers affect each other has not been matched by direct evidence on how these effects operate. The authors argue that one reason for the small number of studies in sociology and economics on the mechanisms underlying peer effects is the difficulty of collecting data on microinteractions. They argue technology reduces data collection costs relative to direct observation and allows for realistic school activities with randomly assigned peers. The authors describe a novel strategy for collecting data on peer interactions and discuss how this approach might shed light on mechanisms underlying peer influence. The centerpiece of this strategy is the use of handheld computers by middle and high school students as part of interactive math and science lessons called the Discussion Game. The handhelds collect data on interactions between students and track how students' answers evolve as they interact with different peers.

DOI:10.1037/0012-1649.44.2.355 (Full Text)

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