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81.
Although creativity and expertise are related, they are nonetheless very different things. Expertise does not usually require creativity, but creativity generally does require a certain level of expertise. There are similarities in the relationships of both expertise and creativity to domains, however. Research has shown that just as expertise in one domain does not predict expertise in other, unrelated domains, creativity in one domain does not predict creativity in other, unrelated domains. People may be expert, and people may be creative, in many domains, or they may be expert, or creative, in few domains or none at all, and one cannot simply transfer expertise, or creativity, from one domain to another, unrelated domain. The domain specificity of creativity matters crucially for creativity training, creativity assessment, creativity research, and creativity theory. The domain specificity of creativity also means that interdisciplinary thinking, interdisciplinary collaboration, and interdisciplinary creativity are even more important than one would assume if creativity were domain general.  相似文献   
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This study explores working students' college experiences using the grounded theory approach. Focus groups were conducted to allow working students to elaborate on their college experiences, clarifying issues not easily addressed through surveys. Two theoretical propositions are offered to describe how working students are constantly searching for meaningful work as well as meaning in their work. It is important for institutions to consider work as an educationally purposeful activity outside classroom and to create job opportunities that benefit students academically, socially and financially.  相似文献   
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The pigments used by the ancient Egyptians constitute the most diverse pigment palette of the ancient world. This review discusses the pigments and binders which were used, arranged principally in terms of the colours themselves, namely, the white, green, grey, black, brown, blue, red, orange, and yellow pigments. The chemical identity of these pigments is discussed with some details regarding the artefacts or time periods from which the pigment concerned has been identified. Combinations of pigments were used for creating some colours, especially: greens, pinks, blues, yellows, and a variety of pale hues by mixing primary colours with a white addition, such as calcite. The identification of ancient Egyptian pigments is often aggravated by chemical interactions between pigment and binder media, or between the pigment and environmental pollutants, or both. The nature of the binders and varnishes used in ancient Egypt is briefly discussed. The identification of green pigments from ancient Egypt is often difficult, and some of the recent research concerning the topic is reviewed. In addition to including relevant details from older literature, this review provides a synopsis of recent studies which have appeared since the last major review carried out by Lee and Quirke in 2000.  相似文献   
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Troubleshooting electronic resource linking issues can seem to be an insurmountable task—so many resources, so little time. Using interlibrary loan (ILL) data on requests for materials available online, the electronic resources staff at the Samford University Library detected problems with the implementation of their new link resolver. This data also provided a window into some systemic issues within the metadata of certain sources and the link resolver knowledgebase. In addition to helping us improve linking for our users, the establishment of a workflow for communicating cancelled ILL transaction data on an ongoing basis has also improved the communication between electronic resources staff and the ILL department regarding the overall linking process.  相似文献   
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Gamified teaching is a pedagogical strategy that utilizes principles of gaming in the structure of assignments and grading. When students are allowed to engage in gameful educational experiences, they are given the freedom to choose their own pathway through assignments in order to better customize their learning. This article presents a rationale for gamified teaching and outlines the various elements of this instructional approach. In addition, guidance is provided on how to convert a traditional course to a gamified class.  相似文献   
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This study is designed to identify the underlying satisfaction dimensions gained through engagement in target shooting as a serious leisure pastime. The instrument design was based on the Leisure Satisfaction Scale. A total of 5502 useable surveys were collected through the Internet and a website related to target shooting and gun ownership. The results revealed eight dimensions: self-actualization, social interaction, location aesthetic, respite, physical benefit, connection and hedonic pleasure, which supplied the primary satisfiers of engaging in target shooting as a serious leisure activity. The demographic profile and dimensions of satisfaction may serve to dispel commonly held stereotypes of shooting hobbyists and those involved in gun ownership. The findings have important implications for leisure researchers and practitioners, to industry, both leisure and firearm related, and the target shooting community at large. This study adds to the literature of both target shooting and serious leisure.  相似文献   
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