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This study evaluated whether exposing junior netball players to greater amounts of competition relevant activity (playing form activity) had an effect on game play outcomes and session involvement. A group-randomised controlled trial in one junior netball club in the Hunter Region, NSW, Australia. Ninety female athletes (mean age = 9.04 years, SD 1.53) were randomised by team (n = 11) into the intervention (n = 41) or 9-week wait-list control (n = 49) condition. The Professional Learning for Understanding Games Education into Sport (PLUNGE into Sport) programme was undertaken in the first half of nine training sessions (9 × 30 min). The intervention exposed athletes to playing form activity through a coach development programme within training sessions. Athletes’ decision-making, support and skill outcomes during a small-sided invasion game, and session involvement (pedometer step/min), were measured at baseline and 9-week follow-up. Linear mixed models revealed significant group-by-time intervention effects (P < 0.05) for decision-making (d = 0.4) and support (d = 0.5) during game play, and in-session activity (d = 1.2). An intervention exposing athletes to greater levels of playing form activity, delivered via a coach education programme, was efficacious in improving athlete decision-making and support skills in game play and increasing athlete involvement during sessions.  相似文献   
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Despite over three decades of legislation and initiatives designed to tackle the traditional gender divide in the science, technology and design fields, only a quarter of the registered architects in Australia are women. There are no statistics available for other design disciplines, with little known about why women choose design as a career path and who or what influences this decision. This qualitative research addresses this knowledge gap, through semi‐structured in‐depth interviews conducted with 19 Australian women who completed an industrial (product) design degree. Thematic analysis revealed three key themes: childhood aptitude and exposure; significant experiences and people; and design as a serendipitous choice. The findings emphasise the importance of early exposure to design as a potential career choice, highlighting the critical role played by parents, teachers, professionals and social networks.  相似文献   
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The aim of this study is to determine changes in sedentary behaviour in response to extensive aerobic exercise training. Participants included adults who self-selected to run a marathon. Sedentary behaviour, total activity counts and physical activity (PA) intensity were assessed (Actigraph GT3X) for seven consecutive days during seven assessment periods (?3, ?2, and ?1 month prior to the marathon, within 2 weeks of the marathon, and +1, +2, and +3 months after the marathon). Models were fitted with multiple imputation data using the STATA mi module. Random intercept generalized least squares (GLS) regression models were used to determine change in sedentary behaviour with seven waves of repeated measures. Results: Twenty-three individuals (mean?±?Sx: 34.4?±?2.1y, 23.0?±?1.9% fat, 15 women, 8 men) completed the study. Marathon finishing times ranged from 185 to 344 minutes (253.2?±?9.6 minutes). Total counts in the vertical axis were 1,729,414 lower one month after the race, compared with two months prior to the race (peak training). Furthermore, counts per minute decreased by 252.7 counts·minute?1 during that same time period. Daily sedentary behaviour did not change over the seven assessment periods, after accounting for age, gender, per cent body fat, wear time, marathon finishing time, and previous marathon experience. This prospective study supports the notion that PA and sedentary behaviours are distinct, showing that sedentary behaviour was not impacted by high levels of aerobic training.  相似文献   
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Software engineering education can be viewed as a challenging task. Computer science students tend to focus on the programming aspects of a project, and take a “hacking approach” to completing a project, rather than viewing the process. Our course material includes teaching the Personal Software Process (PSP). Students are required to produce defect and effort metrics, as well as project summary reports. Tools to assist information recording and production of reports are difficult for students to access. The cost in terms of financial and learning time is usually too high at the educational level to justify using commercial tools that are available for the professional software engineer. We have developed a tool—Personal Assistant for Software Engineers—to aid students in the learning of the PSP. The tool has been successfully used in four subjects for a semester. Following feedback and evaluation, it has been redesigned, and is currently in stage two. The tool has been useful for students, and has automated the previous manual process of producing time and defect reports, along with project summaries, thus allowing them to focus on the meaning of the information.  相似文献   
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This study investigated the combined role of instructor communication variables (nonverbal immediacy and self-disclosure), instructor credibility (competence, caring, and trustworthiness), and student personality traits (extraversion, neuroticism, agreeableness, conscientiousness, and openness) in predicting students’ uncivil behaviors in class. A total of 406 students completed online questionnaires regarding the instructor of the class they attended prior to the one in which the study was administered. Personality and instructor behavior variables contributed approximately equally to explaining variance in student incivility. Students’ conscientiousness and agreeableness had direct negative relationships with incivility, whereas instructors’ amount and negativity of self-disclosure had direct positive relationships with incivility.  相似文献   
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The present study used cultivation theory to explore the relationships between celebrity media diet and materialism for a sample of 224 emerging adults. Results indicated main effects between both celebrity magazine consumption and celebrity TV news consumption on materialism. Total celebrity media diet was also significantly related to materialism. Findings suggest that a media diet high in celebrity culture and lifestyle has significant impact on emerging adults’ preoccupation with consumerism, particularly for women. This research contributes to a growing body of literature on the effects of a celebrity-saturated media environment and the cultivation of materialistic attitudes.  相似文献   
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