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211.
Resumen

El artículo presenta las principales opciones teóricas y metodológicas de un proyecto de investigación cuyo objetivo principal es el estudio de algunos mecanismos de influencia educativa que se manifiestan en, o actúan a través de, la interacción profesor/grupo de alumnos y adulterino. Utilizando como punto de partida el concepto de interactividad, término acuñado para designar las formas de organización de la actividad conjunta en torno al contenido o tarea que están llevando a cabo los participantes, se analizan dos mecanismos de influencia educativa: la cesión y el traspaso progresivos del control y la responsabilidad y la construcción progresiva de sistemas de significados compartidos.  相似文献   
212.
Abstract

The main goal of this study was to analyze the effects of an intervention programme based on cooperative learning on several motivational variables in prospective teachers. 264 students of Primary Education Teacher Training participated. Prior to the intervention, a theoretical model was designed to explain the relations among the different variables. The intervention programme was applied to the experimental group during a 12-week period, while the control group experienced a traditional instructional approach. A questionnaire was designed using different validated subscales (PMCSQ-2, BPNS, PLOC, SGS-PE, PES) to gather data. The predictive theoretical model was tested using a structural equation analysis with the data obtained, which showed that the predictive model was correct, and significant improvements were seen in the experimental group only in terms of levels of perceived competence, self-determined motivation, effort, responsibility and relationships, and a significant decrease was seen in boredom. With regard to gender, women showed significantly different results in Competence and Boredom. Cooperative Learning has been proven to be a positive instructional model in Teacher Education.  相似文献   
213.

The topic of geometrical optics was chosen to diagnose the preconceptions of 44 trainee teachers in this subject area. The scores obtained from a pretest were examined with respect to several variables describing cognitive, academic and social factors. The results suggest that both students’ level of cognitive development and their pre‐knowledge should be taken into account in developing an integrating paradigm for science teaching. Cognitive style appears as a further variable to be considered in this.  相似文献   
214.
Technology is modifying the way companies do business all over the world. The education sector is no exception; virtual education has emerged as a basic tool to satisfy the changing needs of traditional and newly incorporated students, as well as meet the new requirements of educational institutions. This article therefore tries to achieve a double objective: to analyze what drives the development of online education within the Universities of the European Union and to design a theoretical framework that permits to obtain responses to que question of why students continue their estudies at the same educational institution. Thus, first, the analysis of external factors identifies social, political and technological capacity as issues that explain the rise of e-learning within the field of European higher education. Second, the empirical work shows the design of a cause-effect model with relationships between different variables in which market orientation of Universities and usability play an important role in the future intentions of use for students.  相似文献   
215.
Libraries incessantly undergo change determined by evolving user needs. These are often induced by the emergence of previously unavailable tools. Web 2.0 represents an example of such a need-shifting technology, which has led to an embrace of new user interactivity services for many library websites, thus coined Library 2.0. This paradigm shift calls for new evaluation models to include the implementation of Web 2.0 technologies. The aim of this paper is to present such a model, and to evaluate the quality of Library 2.0 functionalities, measuring the quality of the 2.0 services offered through the websites based on user perception. We adopt fuzzy linguistic modeling to represent user perception, and apply aggregation operations to linguistic labels in order to evaluate the quality of the new services. Furthermore, our model subsumes the LibQUAL+ methodology, allowing for the identification of specific 2.0 functionalities in need of improvement and of those outstandingly satisfied by the system.  相似文献   
216.
The accumulation of bone mass during puberty is related with bone health in adulthood. This accumulation is influenced by diverse factors such as body mass index (BMI), maximal oxygen uptake (VO2 max), hours of training and years of sport practice. For this reason, the objective of this study is to analyse the influence of these variables on bone mass in young female athletes. The sample is formed of 120 healthy girls with ages between 9 and 13 (11.32?±?1.6?years old), divided into two groups depending on their BMI, VO2 max, hours of training and years of sport practice. The participants completed a series of tests to evaluate level of sexual development, body composition (fat mass, lean mass and bone mass) and physical condition. The results show higher values of total lean mass, total fat mass and percentage of body fat in the groups with higher BMI in prepubertal girls and pubertal girls (p?2 max, in the prepubertal group, girls with lower VO2 max had higher values of total fat mass (p?p?2 max also showed a higher total fat mass (p?相似文献   
217.
218.
219.
Abstract

The goal was to gain a deeper understanding of the extended use of student-designed games. 207 students (grades: eight, nine, eleven) from one school participated. They were randomly divided in Experimental (student-designed games) and Equivalent group (traditional instruction). Both experienced the same learning units (two, 12 sessions) over the same time (six weeks). The study followed a pretest, post-test, quantitative-qualitative research design. Data was obtained through questionnaire, diary and open-ended question. Quantitative results showed statistically significant differences at post-test in Autonomy and Important role favoring the Experimental group. Students’ qualitative data produced positive: student empowerment, innovation, fun and learning, and negative themes: lack of flow, boring and no democracy. From the teacher’s diary also emerged positive: student empowerment and increased participation and negative themes: lack of flow. Student-designed games can empower students, increasing their autonomy and important role, but they also have limitations.  相似文献   
220.
Tertiary Education and Management - The national strategy for higher education of the Albanian government (2008–2013) stated the urgent need for universities to increase their role in the...  相似文献   
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