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Abstract

This paper explores how the socio-cultural milieu of a community may foster a sense of environmental stewardship among children and young people. Ethnographic fieldwork, carried out in a popular tourist destination in Australia, revealed that the overt impacts of tourism activity such as littering provoke negative feelings among children and young people; these perceptions can in turn translate into a sensitivity towards the environment. While debated in some circles, a Significant Life Experiences (SLE) lens is useful in understanding children and young people’s lived experiences of – and sensitivity to - environmental issues in the communities where they are raised. SLE is employed in this article to explore how a sense of stewardship towards the environment is developed among children and young people growing up in a tourist destination. Findings suggest they actively contribute to protecting the environment in a variety of ways from regular beach clean ups and educating visiting tourists to participating in rallies and anti-development protests.  相似文献   
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Today all parties within the health-care system demand more information and evidence to take more efficient and pinpointed management decisions. Their goal is a better patient and patient-care management. This paper presents an information visualisation approach to discover knowledge for the management of tele-home care for the elderly using the video-telephone: what type of elderly need what type of video-telephone interventions? This document focuses on the synthesis aspects of data mining with a view to knowledge discovery: the global, holistic, synthesis approach. More specifically, it summarises visually the relationships among the types of video-telephony care, among the segments of elderly, and between the types of interventions and the segments of elderly simultaneously. The graphical display allows delineating areas that group elderly with a similar/dissimilar video-telephony care profile. Information visualisation is a promising approach to provide insight into large multidimensional data sets. It fosters knowledge discovery.  相似文献   
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Education and Information Technologies - In this study, we investigated whether the use of smartphone games while reading a text reduces learning performance or reading speed. We also examined...  相似文献   
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Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.  相似文献   
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Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.  相似文献   
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The aims of this study were to: (1) determine whether the number of pedometer counts recorded by adolescents differs according to the adiposity of the participant or location on the body; (2) assess the accuracy and reliability of pedometers during field activity; and (3) set adolescent pedometer-based physical activity targets. Seventy-eight 11- to 15-year-old Boy Scouts completed three types of activity: walking, fast walking and running. Each type was performed twice. Participants wore three pedometers and one activity monitor during all activities. Participants were divided into groups of normal weight (BMI < 85th percentile) and at risk of being overweight (BMI > or = 85th percentile). Intra-class correlations across the three activities indicated reliability (r = 0.51 - 0.92, P < 0.001). This conclusion was supported by narrow limits of agreement that were within a pre-set range that was practically meaningful. Multivariate analysis of covariance indicated adiposity group differences, but this difference was a function of the increased stature among the larger participants (P < 0.001). Ordinary least-squares regression models and multi-level regression models showed positive associations between the number of pedometer and activity monitor counts recorded by the three groups of participants during all activities (all P < 0.001). The mean number of counts recorded for all participants during the fast walk was 127 counts per minute. In conclusion, the pedometers provided an accurate assessment of adolescent physical activity, and a conservative estimate of 8000 pedometer counts in 60 min is equivalent to 60 min of moderate to vigorous physical activity.  相似文献   
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In a microgrid (MG) topology, the secondary control is introduced to compensate for the voltage amplitude and frequency deviations, mainly caused by the inherent characteristics of the droop control strategy. This paper proposes an accurate approach to derive small signal models of the frequency and amplitude voltage at the point of common coupling (PCC) of a single-phase MG by analyzing the dynamics of the second-order generalized integrator-based frequency-locked loop (SOGI-FLL). The frequency estimate model is then introduced in the frequency restoration control loop, while the derived model of the amplitude estimate is introduced for the voltage restoration loop. Based on the obtained models, the MG stability analysis and proposed controllers’ parameters tuning are carried out. Also, this study includes the modeling and design of the synchronization control loop that enables a seamless transition from island mode to grid-connected mode operation. Simulation and practical experiments of a hierarchical control scheme, including traditional droop control and the proposed secondary control for two single-phase parallel inverters, are implemented to confirm the effectiveness and the robustness of the proposal under different operating conditions. The obtained results validate the proposed modeling approach to provide the expected transient response and disturbance rejection in the MG.  相似文献   
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Research indicates that engagement acts as an important precursor for learning, yet sustaining the engagement of pupils with special educational needs can be a challenge for classroom staff. An Active Support staff training package, Interactive Training, has been demonstrated as an effective way of increasing engagement in adults accessing learning disability services. In theory the logic of Active Support Interactive Training could extend to a school environment, with the aim of achieving similar outcomes. The current study evaluated a special school-adapted version of Active Support Interactive Training with the aim of increasing engagement in pupils during group-based learning. Findings showed an increase in engagement in pupils for all three settings (classrooms) immediately after intervention, which continued to either increase or stabilise at three-month follow-up. Further research could test the engagement behaviour of staff pre- and post- training intervention and explore practice leadership within the school leadership team to address maintenance.  相似文献   
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