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报纸公信力的定义和测量:指标建立   总被引:1,自引:1,他引:0  
根据《韦伯新学院词典》的注释,"令人可信的(to be credible)"被定义为:能够提供一些合乎逻辑的,使人信服的理由。然而,一些报社的编辑表达了另外的思考。他们认为,"公信力"这个概念应该增加一个额外的维度,即报纸在社区中保持和谐和领导地位。  相似文献   
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A number of voices have emerged in U.S. political discourse questioning the legitimacy of American exceptionalism, suggesting we are in a “post-American world.” Our research examines the effects that political messages that explicitly challenge American exceptionalism can have on U.S. public opinion. Drawing upon social identity theory, we find that explicit challenges to American exceptionalism significantly impact Americans’ views toward their own nation, their willingness to denigrate foreign publics, and their broader foreign policy preferences.  相似文献   
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The mere perception that news has given certain problems more coverage can lead the audience to assume that those problems are more important. Given that the news media, at times, obsesses over relatively trivial matters, and given that the audience is increasingly able to filter media exposure, it is worth asking what happens when audience members perceive that recent media coverage has not emphasized any very important problems. In such cases, audience members might assume that any problems facing the nation must not be particularly important. We explicate this attitude of political complacency, test whether perceived media agendas lacking important problems can influence it, and explore whether complacency helps explain political disengagement. We also explore whether these effects generalize beyond news, to new media gatekeepers such as Twitter. Two experiments tested effects of a perceived absence of important problems in recent news or Twitter content. In the case of news, but not Twitter, this increased complacency in both studies. Study 2 added a no-exposure control and found that effects on complacency were driven by the cueing of nonproblem stories, not by the absence of problem story cues. Both studies validated complacency as a predictor of political disengagement.  相似文献   
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The growth of archival studies programs has prompted archival scholars to establish an international network for supporting collaborative research, curriculum development, and pedagogy. Doctoral education is key to the sustainability of such programs and the continuation of the network over time. We carried out longitudinal research to survey the population of doctoral students attending one or more Archival Education and Research Institutes (AERI), an annual meeting first held in 2009. Building on prior research on graduate archival education, we gathered demographic and qualitative data about doctoral students specializing in archival studies who are based in several countries including the USA. We sought to assess attendee motivations, guide conference planning, and help advance overall AERI objectives. Our study provides a baseline understanding of the disciplinary backgrounds, research directions, and specific professional development activities that doctoral students in archival studies pursued around the globe from 2013 to 2015. This paper argues that doctoral education should continue to be a particular subject of archival research and indicates how archival students’ range of academic interests is diversifying and strengthening the scholarly community.  相似文献   
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Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   
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ABSTRACT

Questions such as ‘what is value in the student experience?’ and ‘how do we measure or assess value in higher education?’ remain an under-researched area. However, in the context of marketisation and competitive forces in higher education, there is a need to unpack what is value in the student experience. In this article, a conceptualisation of value that can be applied in higher education (known as value-in-use) is introduced and applied to a specific and increasingly important aspect of the student experience – student–staff partnerships. Qualitative survey data (n?=?97) and interviews (n?=?35) from ten cases of various manifestations of student–staff partnerships in the Australasian context is presented and assessed in relation to value. The findings highlight that student–staff partnerships may enhance value in the student experience and that value-in-use may be an appropriate lens through which to continue to explore how value is created and measured in the student experience.  相似文献   
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