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31.
体育锻炼对大学生焦虑的影响   总被引:10,自引:0,他引:10  
胡望洋  赵军  谢卫忠  路开来 《体育科学》2004,24(2):61-62,69
运用Spielberger等设计(Spilberger,1996)的状态一特质焦虑测试问卷(STAI),时平时参加和不参加体育锻炼的311名大学生进行状态焦虑分数测评。从311名学生中选60名状态焦虑分数较高的学生,其中50%(30名学生)的学生作为试验组参加有组织的体育锻炼,而另外30名作为对照组不参加体育锻炼。在为期70天的试验过程中,运用状态一特质焦虑测试问卷对两组实验者进行3次心理状态测评。结果显示:在性别差异上,女生的状态焦虑水平比男生更高;参加体育锻炼活动可以降低不同性别不同年龄学生的焦虑水平。研究认为,体育锻炼活动在降低青春期大学生状态焦虑水平上起到十分重要的作用。  相似文献   
32.
In this paper we initially address the main categories of Marxism, illustrating how Vygotsky has appropriated them as mediational meta-theoretical tools for building concepts for his psychological approach. In order to investigate the influence of Marxism in cultural studies of science education, we make an account of how current research, sustained by Vygotsky’s original and successor theories, has been appropriating meta-theoretical categories of dialectical materialism. Once we identified Cultural Studies of Science Education as a journal that would probably concentrate papers that follow these perspectives, we decided to take it as the context of this study. In the process of selecting the corpus to be reviewed from the editions published from 2006 to 2011, we have found that 16 % of the articles that matched keywords denoting frameworks related to the Vygotskian tradition developed and appropriated the categories of dialectical materialism. The quality and originality of contemporary development of CHAT denote that this framework has been playing a very important role in recent expansion of Vygotskian approaches to research in science education. Among the papers that we considered to develop and appropriate Vygotskian frameworks, incompletion in the appropriation of meta-theoretical categories of dialectical materialism and the misusage of dialectics intertwined with dialogism were highlighted. Our findings suggest that overcoming these limitations can enhance political analysis of sociocultural phenomena in the context of science education. It also represents a strengthening of the role of dialectical materialism in expanding sociocultural perspectives toward a better articulation between individual and institutional-centered analyses.  相似文献   
33.

An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16–18 from a population that is economically disadvantaged and includes students who are typically unengaged in traditional school-based learning environments. After game completion, the participants completed a 10-item survey measuring elements of flow and a 12-item survey designed to measure perceptions toward learning with VR games, immersion and presence. Participant focus groups were conducted with an emphasis on features that promoted engagement, learning, immersion, and presence. The findings revealed that all students experienced a flow state when they played the iVR learning game. Almost all users (98.1%) had positive attitudes towards using the iVR game. Students experienced high immersion and presence. In addition, students had favorable attitudes towards learning with iVR games in school environments.

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