2-year old Ellen eats cookies in the shape of animals everyday for a snack, and her older brother Ellis tells her what each animal is called. Later, while at the Zoo she sees a giraffe and yes GIRAFFE! In this example, learning occurs when EllenGroup of answer choicesa. yells GIRAFFEb. eats cookiesc. listens to Ellis state the animals' namesd. draws a giraffe from memory
Question
2-year old Ellen eats cookies in the shape of animals everyday for a snack, and her older brother Ellis tells her what each animal is called. Later, while at the Zoo she sees a giraffe and yes GIRAFFE! In this example, learning occurs when EllenGroup of answer choicesa. yells GIRAFFEb. eats cookiesc. listens to Ellis state the animals' namesd. draws a giraffe from memory
Solution
Learning occurs when Ellen listens to Ellis state the animals' names.
Similar Questions
Two-year-old Iris has just seen a cow for the first time. Having never seen one before, she searched her memory, came up with the only four-legged animal she knew, and announced "doggy!" This is an example of Multiple choice question.conservation.egocentrism.assimilation.accommodation.
Ten-month-old Hang smiles at her mother and throws a sponge ball toward her. Hang's mother tries to catch it and smiles and laughs. Hang crawls closer and tries to take the ball, while giggling. This is an example of
On a visit to the zoo, a preschool-aged child points a zebra and says, “Look at the horse.” This is an example of: a. assimilation. b. accommodation. c. identity formation. d. formal operations.
An atypically developing child might be observed a. running, laughing hysterically, and waving her arms b. pouting and refusing to eat the food he is offered c. performing tasks as if she were a puppy d. struggling with puzzles others his age have mastered
You are creating a game where kids play as different animals in a magical forest. Each animal has unique characteristics and abilities. The game features two types of animals: "Lion" and "Eagle." Both animals inherit from a base class called "Animal," which contains common attributes and behaviors.Requirements:Implement a base class Animal with the following attributes:name (string): stores the name of the animal.age (int): stores the age of the animal.happinessLevel (int): stores the current happiness level of the animal.Implement a pure virtual function void specialAbility() in the Animal class, which will be overridden by derived classes.Implement derived classes Lion and Eagle from the Animal class.The Lion class should have an additional attribute:maneColor (string): stores the color of the lion's mane.Override the specialAbility() function to output a message indicating the lion's special ability. If the lion's age is less than 3, it should playfully roars; if the age is between 3 and 6, it should roar loudly; if the age is greater than 6 and happiness level is high (greater than 5), it should roar fiercely and proudly; otherwise, it should just yawn.The Eagle class should have an additional attribute:wingSpan (int): stores the wingspan of the eagle in centimeters.Override the specialAbility() function to output a message indicating the eagle's special ability. If the eagle's wing span is less than 100, it should fly low; if the wing span is between 100 and 200, it should soar high; if the wing span is greater than 200 and happiness level is high ((greater than 5), it should perform aerial acrobatics; otherwise, it should just glide.Sample Input:LionSimba2 // age7 //happinessLevelGolden //maneColorEagleEddy48 //happinessLevel180 //wingSpanSample Output:Simba playfully roars!Eddy soars high!
Upgrade your grade with Knowee
Get personalized homework help. Review tough concepts in more detail, or go deeper into your topic by exploring other relevant questions.