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The question of acceptability in respect to the strategic foul in sport has provoked a rich and seemingly irreconcilable dispute with normative theorists currently divided amongst three schools of thought including formalism, conventionalism and interpretivism. In this paper, I seek to transcend the three-way intellectual stalemate portrayed in the literature via a consideration as to whether or not the strategic foul qualifies as ‘Utopian’. More specifically, after demonstrating that Bernard Suits’ theory of game-playing is fully capable of embracing all three rival accounts, I seek to end the normative debate altogether via a conceptual analysis of the strategic foul as unacceptable via the higher-order point of view afforded by essentialism.  相似文献   
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We examined the role of parental media mediation in the relationship between media violence and adolescents’ ADHD-related behaviors. Survey data from 1,017 adolescents (10–14 years) show that parents can play an important role in this relationship, depending on the media mediation strategies that they use (i.e., restrictive or active mediation) and how they apply these strategies (i.e., in a controlling, inconsistent, or autonomy-supportive way). Our findings support the notion that contextual factors are critical in understanding media effects, and provide directions for how parents can manage their adolescents’ violent media use, and possibly by extension, their ADHD-related behaviors.  相似文献   
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Via the existential questioning outlook supplied by the Grasshopper’s three visions as relevant to the fate of humankind – oblivion, delusion, and really magnificent games – this article seeks to alleviate some of the ambiguity surrounding Bernard Suits’ provocative claim that Utopian existence is fundamentally concerned with game-playing. Specifically, after proposing an interpretation of Suits’ parable designed to enrich the logical intelligibility of his Utopian thesis, I advance the suggestion that the Grasshopper’s picture of people playing really magnificent games is reasonably interpreted as a clue that the philosopher’s quest to discern games worthy of a Utopian might very well be that which saves humanity from the desolate oblivion-delusion paradox erected as a consequence of the initial two visions.  相似文献   
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Research and design activities are often employed in STEM (Science, Technology, Engineering & Mathematics) education. This study aims to examine students’ attitudes towards doing research and design activities in secondary school, among two groups of students: (1) students that take the quite recently introduced Dutch subject O&O (research & design), in which students perform authentic research and design projects related to STEM disciplines; and (2) students that do not take O&O. The subject O&O is only taught at a limited number of certified, so called ‘Technasium’, schools. A questionnaire, developed by the authors, was completed by 1625 students from Grades 8 and 11. Unlike previous studies on student attitudes, which usually use abstract concepts like ‘science’ or ‘technology’, the questionnaire used in this study contains active verbs to characterise research and design activities. The results showed that, in general, students who took the subject O&O had more positive attitudes towards doing research and design activities than regular students. Both student groups appeared to find doing design activities more enjoyable than doing research activities. The results of this study provide useful information for teachers as well as teacher educators about the existing attitudes of students, for example their preference for design projects over research projects.  相似文献   
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Research and design activities are important focus points in international policies for secondary Science, Technology, Engineering and Mathematics (STEM) education. It is up to school teachers to implement and supervise these activities in the STEM classroom. However, not much is known about the attitudes teachers hold towards supervising research projects or design projects. In this study, a questionnaire to measure teacher attitudes towards supervising research activities and design activities in secondary school was completed by 130 Dutch teachers who taught the relatively new Dutch STEM subjects O&O (research and design) and NLT (nature, life, and technology). These integrated STEM subjects are project and context based and are taught in a limited number of schools. Important differences between these integrated STEM subjects are their student and teacher populations: NLT is taught in grades 10–12 by teachers with a qualification in a science subject, while O&O is taught in grades 7–12 and can be given by any teacher in secondary school. The results showed that on average, both O&O and NLT teachers had high self-efficacy scores on supervising research and design projects even when they had received no special education in doing so. Furthermore, the teachers in general viewed supervising research projects as a more relevant activity than supervising design. Since research and design activities are becoming more important in (inter)national curriculum standards, STEM teacher education and subsequent professional development should not only familiarize teachers with supervising research projects, but with design projects as well.

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This paper critically discusses the use of Extensible Markup Language (XML) for agile supply chains and proposes practical guidelines and future research directions for the field. XML has been identified by many as a prominent technology for enabling electronic supply chain integration, but the adoption of it in the industry has been rather slow and limited. This paper discusses the factors that enable agility in supply chains, and explains why XML is the best candidate for facilitating such factors. Then the major XML-based integration initiatives such as ebXML, RosettaNet, and Web Services are diagnosed in terms of their pros and cons for supply chain agility, as well as the reasons for their slow diffusion. Based on the discussion, this paper proposes that: the integration efforts need to first focus on the industries that need agility; stringent business process standards are necessary; and implementation should be made much easier and more affordable for small and medium enterprises (SMEs). Further research issues are also suggested based on the discussion.  相似文献   
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In The Grasshopper: Games, Life, and Utopia, Suits maintains the following two theses: (1) game-playing is defined as ‘activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possible such activity’ and (2) ‘game playing is what makes Utopia intelligible.’ Observing that these two theses cannot be jointly maintained absent paradox, this essay explores the logical possibility that if (2) is true, then (1) must be false. More specifically, in the tradition of conceptual analysis it is argued that Suits’ definition of game-playing is too narrow inasmuch as it excludes really magnificent Utopian games of significance.  相似文献   
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