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1.
A class of 14 kindergartners in Japan was videotaped while playing a card game in groups of three involving the placement of cards in numerical order. The children were followed up in first grade, and it was found that development in one area of logico-mathematical knowledge (for example, the making of temporal relationships) stimulates development in other areas (such as classification and numerical reasoning). This specific, interrelated mode of structuring was not expected and suggested that it is unwise for adults to try to plan a sequence of development. The implication of the findings is that it may be better to provide "natural" play activities that encourage children to think logico-mathematically than to conceptualize specific standards for 3-to-6-year-olds' mathematics education.  相似文献   

2.
Abstract

Low-income preschoolers have lower average performance on measures of early numerical skills than middle-income children. The present study examined the effectiveness of numerical card games in improving children’s numerical and executive functioning skills. Low-income preschoolers (N?=?76) were randomly assigned to play a numerical magnitude comparison card game, a numerical memory and matching card game, or a shape and color matching card game across four 15-minute sessions. Children who played either of the numerical games improved their numeral identification skills, while only children who played the numerical magnitude comparison game improved their symbolic magnitude comparison skills. These improvements were maintained eight weeks later. The results suggest that a brief, low-cost intervention can successfully improve the numerical skills of low-income children.  相似文献   

3.
应用VB编程技术编写信息卡填写系统,只需写少量几个汉字和数字,便能实现对应汉字、数字、区位码的自动显示和对应信息点自动涂黑,具有各种信息代码查询选择、汉字区位码查询、新建模板和保存打印等功能。  相似文献   

4.
This study examines a Victorian geographical card game entitled The Counties of England published by Jaques & Son. Advertised as highly instructive and educational, it was designed to teach children about the principal towns in each county, their products and notable buildings. The aims of the study were to discover whether the information printed on the cards accurately reflected the towns’ main features and if the number of cards allocated to each county was representative of its population size. The study found that many towns included in the first edition of the game were accurately represented, but later issues, despite some modification, carried somewhat outdated information. Counties with large populations were also generally allotted more cards. Several factors were identified as possibly influencing which towns were selected and how they were presented, including tourist appeal, the card designer’s interests and knowledge and the rules and conventions of the game.  相似文献   

5.
我国刑法对信用证诈骗罪作了专门规定。在司法实践中 ,信用证诈骗存在多种具体表现形式 ,如委托人与信用证收益人、信用证开证申请人相互串通等 ,其犯罪特征符合信用证诈骗罪构成要件。信用证诈骗产生的原因在于信用证的单据交易特点、独立性特点、跨国性特点等。由于犯罪活动的复杂性 ,信用证诈骗中有争议的法律问题不容忽视。  相似文献   

6.
联名卡,以企业、银行、持卡人"三方皆利"的特殊利益机制,创造了"三边共赢"的良好市场效应。总结和分析联名卡模式下的持卡人获利情况,对银企正确开发、推广联名卡产品以及持卡人有效使用联名卡是大有裨益的。初步分析研究,成功的联名卡至少可以为持卡人带来以下四个主要方面的实际利益:一是满足个人身份需求;二是便利日常消费生活;三是畅享丰富金融功能;四是获得银企双重优惠。  相似文献   

7.
A class of 14 kindergartners in Japan was videotaped while playing a card game in groups of three involving the placement of cards in numerical order. The children were followed up in first grade, and it was found that development in one area of logico-mathematical knowledge (for example, the making of temporal relationships) stimulates development in other areas (such as classification and numerical reasoning). This specific, interrelated mode of structuring was not expected and suggested that it is unwise for adults to try to plan a sequence of development. The implication of the findings is that it may be better to provide "natural" play activities that encourage children to think logico-mathematically than to conceptualize specific standards for 3-to-6-year-olds' mathematics education.  相似文献   

8.
Games may be useful tools for learning and communicating about sexual and reproductive health. This article discusses the collaborative design and subsequent evaluation of a narrative-based card game. This game was created in a workshop based on positive youth development, which allowed youth to be involved as game designers and game players. Human-centered design informed the workshop and gave the youth opportunities to have meaningful roles, learn skills, and focus on an issue that affects their peers. The intervention was constructed to teach about sexual and reproductive health and also to provide skills to address the medical, social, and emotional aspects of sexually transmitted infections (STIs). During the evaluation of the resultant game, student players were critical of the game but admitted to learning essential facts about STIs. This study demonstrates the feasibility of collaboratively designing a game with youth for youth resulting in a playable and educational tool.  相似文献   

9.
介绍了非接触式读卡模块ZLG500A数据传输时序和传输协议,并采用ARM微处理器LPC2103的GPIO方式,根据ZLG500A的数据传输规范模拟相应的SPI时序,设计非接触式IC卡控制器软硬件系统,完成了非接触式IC卡数据的读写,在此基础上开发出非接触式IC卡门禁应用系统,系统实际运行效果良好.  相似文献   

10.
公务卡的结算方式为遏制公款乱消费和约束公款腐败,增加公务消费的透明度发挥了作用,但是仍存在很多问题,要完善相关的配套制度,才能真正发挥公务卡的作用。  相似文献   

11.
IC卡考勤管理系统是基于IC卡对员工基本信息进行管理的,设计出了一种对人员考勤监控的系统.其中包括信息初始值设置部分、数码管显示电路、复位电路、接触式IC卡模块电路等.通过接触式IC卡模块对员工的基本信息进行写入与读出,并利用矩阵键盘对员工初始信息进行设置,根据不同的出勤情况在数码管上进行不同的显示.该设计具有操作简单、成本较低即可实现员工出勤的考勤情况,方便企业的管理等优点.经过测试,本系统可以显示员工的基本信息.  相似文献   

12.
Three experiments examined 3- to 6-year-olds' interference control using a task in which children saw 2 corresponding sets of colored cards, a large set in front of them and a small set behind them. A colored candy (Smartie) was placed on a large card with mismatching color, and children could win the Smartie by selecting the small card that matched the color of the large card. Three-year-olds performed poorly whereas older children performed well. Having children label the correct color before responding improved 3-year-olds' performance (Experiment 2), as did pointing to the large card (Experiment 3); decreasing the affective salience of the stimuli (colored beads vs. Smarties) did not (Experiment 3). Results reveal the role of selective attention in action control.  相似文献   

13.
信用卡诈骗罪是97年刑法规定的一个新罪名,它为司法机关打击“使用伪造的信用卡扣作废的信用卡”、“冒用他人信用卡”和“恶意透支”的行为提供了有力的法律支持,但是现行法律在该罪名的认定上仍然存在一些值得推敲的地方,笔者就此提出了自己的看法。  相似文献   

14.
We present a simple card game whose payout depends on a player's strategy, as well as on chance. Solutions require the use of conditional analysis and the computation of expected values.  相似文献   

15.
贵州彝族文化名片有若干选项,迄今未达成共识。彝族文化名片的选项不能脱离彝族数千年的历史文化,并且要有选项的若干理论标准作衡量,本文通过对“奢香夫人”、彝文(文献)和彝族火把节的分析探讨.最后指出彝文(文献)应该成为贵州彝族的文化名片。  相似文献   

16.
This is the report of a five month study, undertaken by Sundridge Park Training Technologies in association with Guildford Educational Services to assess the potential of smart card technology to support learning and the management of learning. The study had two strands—the state of the art of the technology and its potential for supporting, delivering and managing learning. In addition to a study of the literature and extensive discussions with people using smart cards, potential users of smart card and visionaries, the project team developed two illustrative systems using cards to store personal data relating to education and training. The term ‘smart card’ is often used loosely to describe three different types of card, each of which is similar in general shape and size to a traditional credit card. These are: memory cards, laser cards—and true smart cards incorporating a processor and memory. This study has been concerned with memory cards and smart cards. The focus for smart card applications has been predominantly financial: there are relatively few applications in education or training. A notable exception is the large scale project at the University of Bologna which uses smart cards to manage the progress and achievements of a large number of students in the Department of Electronics. The two illustrative systems provided valuable experience of using memory cards and smart cards in quasi‐real education and training applications. They highlighted the problems of limited memory capacities and confirmed the high level of user acceptance reported by other trials. We can expect considerable advances in the technology of both memory cards and smart cards over the next months and years. The memory capacities of both types of cards will increase many‐fold and the unit costs will fall as large quantities of cards are produced for financial applications. Education and training applications will benefit from this expanding market. The major surprise from the study was the level of interest in the work and the enthusiasm expressed by almost all of those who came to hear of it. The general level of awareness of smart card technology was found to be low. However, the requirement for a system which will enable individuals to manage and own their learning on an extended timescale was generally recognised. Some of the possible applications for smart cards and memory cards in education and training had emerged before the official start of the study and it is clear that the technology is potentially pervasive. The project team and those consulted identified a wide range of possible applications both in education and in training. These focussed on assessment, personal course planning and management, identification of relevant learning opportunities, and the ownership of learning. It was felt that, over the next few years, smart cards are very likely to be in common use as credit cards for financial applications. Therefore, their use for education and training should be planned now. The recommendations from the study are that: More detailed studies are needed to find out how smart cards and memory cards could be used by different organisations in a fully operational system; Standards should be established for smart card applications in education and training, similar to those governing financial applications; Applications should be developed after the standards have been established. To be convincing, these should take a case study approach with small pilot studies in a variety of contexts and must follow real needs rather than attempt to drive them; The case studies would then form the basis for a campaign to increase awareness of smart cards and their potential for education and training, together with a programme for building an infrastructure to support the proposed systems. The public sector should fund the task of developing standards and providing interfaces with existing educational systems and projects to demonstrate the feasibility of various applications. Since educational standards have a European dimension, the European Community may be a source of support for work in the area of standards. At the same time, private sector funding should be sought for skill development and career development systems in industry and in education. The Training Agency itself should consider the application of smart card technology to the control and management of the Youth Training Scheme (YTS).  相似文献   

17.
陈阳 《教育技术导刊》2020,19(1):203-206
随着行业信息化进程的不断推进,各类一卡通实体卡越来越多。如何便捷地给类目繁多的实体卡充值,是用户用卡过程中的痛点。针对该问题,一方面,通过结合Android手机NFC技术与在线支付功能,开发一卡通充值手机客户端产品,实现公交/地铁、ETC、校园等行业金融IC卡快速充值;另一方面,通过建设能力开放平台,将各行业一卡通充值快速引入,并通过插件形式供给自有及第三方产品使用,吸引外部合作、聚集合作方的力量共同推动行业信息化发展。  相似文献   

18.
因为WindowsNT仅直接支持少数网卡远程启动 ,且对所支持网卡的卡号有一定限制 ,为使大多数网卡被NT支持远程启动 ,这里介绍用RPLCMD命令配置网卡及NT远程启动服务数据库 ,以达到使多数网卡都能远程启动的目的  相似文献   

19.
分析了大学生使用信用卡的现状及其风险偏好,并从学校以及发卡机构两个方面给出了规避大学生信用卡风险的建议。  相似文献   

20.
本文从银行卡产业发展的现状着手,从受理市场规模和现有磁条银行卡的安全问题两个方面分析了制约银行卡产业发展的瓶颈,并针对银行卡产业发展存在的瓶颈提出了发展银行卡产业应该从抓住机遇、改善受理环境、加强内部风险管理和加快银行卡人才培养四个方面采取相应的措施。  相似文献   

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