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Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the ??life of a plant??, and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.  相似文献   
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During communication, conversational partners should offer as much information as is required and relevant. For instance, the statement “Some Xs Y” is infelicitous if one knows that all Xs Y. Do children understand the link between speaker knowledge and utterance strength? In Experiment 1, 5‐year‐olds (= 32) but not 4‐year‐olds (= 32) reliably connected statements of different logical strength (e.g., “The girl colored all/some of the star”) to observers who were fully or partially informed. Four‐year‐olds’ performance improved when observer knowledge could be assessed more easily (Experiment 2a, = 25) but remained the same in a nonlinguistic version of Experiment 1 that preserved the epistemic requirements of the original study (Experiment 2b, = 26). These findings have implications for the development of early communicative abilities.  相似文献   
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ABSTRACT

A high incidence of overuse knee injuries among youth basketball players may be attributed to number of jumps. Wearable technology may be an effective tool for measuring jump load compared to traditional counting methods. The purpose of this study was to validate a commercially available jump counter (VERT® Classic) in youth basketball practices and games, and to identify the characteristics (i.e., height, direction, takeoff) of jumps recorded by the VERT® Classic. 46 (19F, 27M) youth basketball players wore a VERT® Classic and were recorded on video during games and practices. The number of jumps recorded by the VERT® Classic and evaluated by video raters were compared for each jump characteristic using intraclass correlation coefficient (ICC(3,k)), mean offset, and limits of agreement. The number and percent of VERT® Classic jumps and corresponding video jumps according to timestamp were reported. VERT® Classic jumps had excellent reliability with video-counted jumps over 15 cm (ICC(3,k) = 0.958), with a mean offset of ?2.4 jumps (fewer VERT® Classic) and limits of agreement ?12.6 to 7.8 jumps. Pairs of corresponding jumps represented 68.0% of total video jumps and 92.0% of VERT® Classic jumps. The VERT® Classic can provide an estimate of jump load in youth basketball.  相似文献   
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Abstract Interactive exhibitions are a new medium for peace education in Israel. The Peace Labyrinth, based on a model developed by Peace Education Projects (PEP) for an exhibition in the Netherlands, is the first project of this type in Israel. The model was revised to suit the needs and the political and social situation in Israel, particularly in Jerusalem. The project is an initiative of the Jerusalem Foundation, in cooperation with the Olivestone Trust and the Bloomfield Science Museum Jerusalem. The article presents the theoretical, methodological, and practical considerations at play in adapting the original model for use in Israel and notes the insights gained for peace education and for the museum’s educational endeavors.  相似文献   
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Frequent discussion in the field of disability research focuses knowledge on rehabilitation for students with disabilities. However, lacking is a focus on student identity development in the face of a highly stigmatizing and stigmatized label. Semi-structured interviews with four freshman males labeled with high incidence disabilities were conducted. The aim of the study was a student-centered discussion of disability knowledge and awareness of stigma. This student-centered discussion is presented in contrast to a body of literature critiqued as stories that are told about people with disabilities by nondisabled researchers and practitioners. Instead, this paper frames students with disabilities as the experts on their own identity. All students were aware of the stigma of their disability label, though each negotiated this stigma differently. The young men conceptualized disability in differing ways. Results suggest students’ deep knowledge, of, and conscious behaviors to avoid disability stigma.  相似文献   
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