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This paper draws on an empirical work dedicated to discussing a theoretical model for design-based research. The context of our study is a research project for the design, the implementation and the analysis of Insectophagia, a digital role-play game implemented in secondary schools. The model presented in this paper aims at conceptualizing researchers’ and practitioners’ relationships with the notion that knowledge development takes place at a meta-didactical level when the participants develop a shared practice and a shared discourse on practice (a common praxeology). This is done through collaboration and teacher-centered design of innovative learning settings. This model emerges from a double approach: (1) a literature review on collaborative research in education and, (2) an analysis of the verbal interactions of practitioners and researchers involved in the project. The study emphasizes the development of knowledge among participants. It also emphasizes the importance of knowledge brokering for filling the gap between research and practice and thus, for the adoption of digital technology by practitioners.  相似文献   
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Trajectories of adjustment were examined in a sample of street-involved youth across a 1-year period. Participants (N = 113; Mage = 14.18 years; 80.5% male, 91% non-White) were recruited in three Brazilian cities. Interviews conducted at three time points included six measures of physical and psychological adjustment. Unconditional growth models revealed linear declines over time (i.e., improved adjustment) on three indicators: health symptoms, sexual risk behaviors, and negative affect. There were no linear changes in drug use, positive affect, or life satisfaction. Conditional growth models revealed few significant effects for age or gender, but ratings of stressful life events moderated longitudinal changes in health symptoms, drug use, and negative affect. Implications for practice, policy, and theory are discussed.  相似文献   
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The aim of the study was to deepen our understanding of how related multiscreening affects audience memory and persuasion. A survey was administered after a live television show. The results showed that the higher the perceived relatedness of the multi-screen activity, the more persuasive the message. This effect was mediated by subsequent attention to television content, program involvement, and attention to the commercial break. The model was replicated for three different multiscreen activities: social media use, chatting, and information search. Furthermore, it was found that related multiscreening increased the likelihood of respondents staying tuned to the television after the show.  相似文献   
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Given the importance of survey measures of online media use for communication research, it is crucial to assess and improve their quality, in particular because the increasingly fragmented and ubiquitous usage of internet complicates the accuracy of self-reported measures. This study contributes to the discussion regarding the accuracy of self-reported internet use by presenting relevant factors potentially affecting biases of self-reports and testing survey design strategies to improve accuracy. Combining automatic tracking data and survey data from the same participants (N = 690) confirmed low levels of accuracy and tendencies of over-reporting. The analysis revealed biases due to a range of factors associated with the intensity of (actual) internet usage, propensity to multitask, day of reference, and the usage of mobile devices. An anchoring technique could not be proved to reduce inaccuracies of reporting behavior. Several recommendations for research practice follow from these findings.  相似文献   
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近些年来,对学生课后活动家长的参与,及这类活动与学生在校学习的关系的研究吸引了众多教育研究者和学校、社会工作者的关注与兴趣(科克,2000)。摩鄂(2000)专题讨论了学生课外阅读中家长的介入,以及与学业成绩的关系。撒舍德等人(1997)分析了父母对学生在音乐、艺术、乐器演奏和欣赏,及对他们在学校的行为的影响。  相似文献   
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Notes and Reviews

Some recent Unesco publications  相似文献   
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