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The purpose of this study was to investigate if children perceived certain sports to be masculine, feminine, or neutral. Students attending a University Laboratory school (grades K-12) were asked to fill out a survey about sports during a class period, Children in grades K-6 were given a sport (such as baseball) and asked if a boy named David would play it, if a girl named Jane would play it, or if both David and Jane would play the sport. Students in grades 7-12 were asked to name their favorite athlete or team and sport and indicate what sports they felt was best for a girl and a boy. Then they were given a list of sports and asked to indicate, using a 5-point Likert-type scale, whether they believed the sport was masculine, neutral, or feminine. Results from loglinear analyses indicated that students sex-typed certain sports, such as aerobics and football. Additionally, although some responses from students in grades 7-12 indicated that individuals should be able to play any sport they wanted, there were many gendered rsponses in terms of what sport(s) girls and boys should participate in. The results are discussed with reference to Metheny's categories of permissible sports for girls and in the framework of the gender typing of sport.  相似文献   
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This study aims to ascertain student and staff attitudes to and perceptions of audio feedback made available via the virtual learning environment (VLE) for summative assessment. Consistent with action research and reflective practice, this study identifies best practice, highlighting issues in relation to implementation with the intention of redesigning activities in the light of the findings. It utilises four case studies where audio feedback was provided to students using the Wimba voice authoring tool within Blackboard Learn+ for various types of summative assessment. The intention was to identify how and in what context audio feedback via the VLE is effective and why. The research was undertaken via a combination of techniques, including a student survey and staff reflective logs. The findings indicate that students liked the convenience, effectiveness, flexibility and personalised nature of this feedback, but raised concerns with some aspects of the technology. This paper also makes practical recommendations for the use of the feedback mechanism, focusing on the most effective use of the digital medium, and highlights directions for future research.  相似文献   
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Science & Education - The purpose of this study is to identify and analyze meanings that the term complexity assumes in Brazilian theses and dissertations in the field of environmental...  相似文献   
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Previous theoretical frameworks used to research and explain creative design processes tend to privilege individual expression and not address the context in which the process occurs. This is problematic due to the ways in which creative activities are embedded in and shaped by socio-cultural and historic contexts. In this article we focus on the ways in which cultural historic activity theory (CHAT) and its analytical activity systems can be used to reveal creative processes in context. We draw on the tools and concepts of CHAT and data from a study of visual communication design (VCD) students and lecturers situated within a transnational higher education (TNHE) context at a university in China. An analytical framework was constructed to research practices used in creative design process learning. The dynamic nature of CHAT offers design process research methods a set of analytical tools to capture the powerful parts played by artifacts and interactions within specific sociocultural and historic learning contexts.  相似文献   
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