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A simulated cricket batting innings was developed to replicate the physical demands of scoring a century during One-Day International cricket. The simulated innings requires running-between-the-wickets across six 5-over stages, each of 21 min duration. To validate whether the simulated batting innings is reflective of One-Day International batting, movement patterns were collected using a global positioning system (GPS) and compared with previous research. In addition, indicators of physical strain were recorded (heart rate, jump heights, sweat loss, tympanic temperature). Nine club cricketers (mean ± s: age 20 ± 3 years; body mass 79.5 ± 7.9 kg) performed the simulated innings outdoors. There was a moderate trend for distance covered in the simulated innings to be less than that during One-Day batting (2171 ± 157 vs. 2476 ± 631 m · h?1; effect size = 0.78). This difference was largely explained by a strong trend for less distance covered walking in the simulated innings than in One-Day batting (1359 ± 157 vs. 1604 ± 438 m · h?1; effect size = 1.61). However, there was a marked trend for distance covered both striding and sprinting to be greater in the simulated innings than in One-Day batting (effect size > 1.2). Practically, the simulated batting innings may be used for match-realistic physical training and as a research protocol to assess the demands of prolonged, high-intensity cricket batting.  相似文献   
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Schools are an important context for both basic and applied scientific research. Unlike the laboratory, however, the physical and social conditions of schools are not under the exclusive control of scientists. In this article, we liken collecting data in schools to putting on a theatrical production. We begin by describing the large cast of characters whose collaborative efforts make school‐based research possible. Next, we address the critics, including the university Institutional Review Board (IRB) and school administrators, whose feedback often improves the final study design. We then turn our attention to set building, stage directions, and rehearsals—key steps in the iterative process of refining study procedures. We end with a discussion of the day of data collection itself and activities that take place after the curtain drops. Throughout, we make recommendations based on our recent experience collecting data at several high schools.  相似文献   
164.
Bodystorming is a technique used by designers to better understand how the settings where interactive systems are deployed might affect their intended uses. The articulation of design concepts “in the wild” and using forms of performance and improvisation are intended to help designers become more aware of contextual issues that may not be revealed in traditional brainstorming exercises. Bodystorming can be a useful technique for designers of mobile learning experiences, as it helps make interactions between learners, devices, and locations more explicit. The general method is described in this paper and followed by two case studies of its use in the design of mobile learning experiences.  相似文献   
165.
Regal B 《Endeavour》2012,36(2):65-68
The well known naturalist, Richard Owen, had a career long engagement with monstrous creatures. In the 1830s he famously christened large fossil reptiles, Dinosauria. He investigated fossil marine reptiles as well as the giant moa. He also looked into the sea-serpents and sea monsters then drawing wide public attention. He actively collected letters and analyzed correspondence on the topic, consulted with the admiralty on reports of Royal Navy encounters and sightings, and commented in the public press. He concluded that such reports were based upon misidentifications of whales and other large marine mammals, and not run-ins with mythological creatures. His work on the sea-serpent shows that rather than discount the idea out of hand, a number of high profile naturalists were intrigued by monsters and attempted to understand what they were. His work is key to understanding the skepticism over monsters held by modern mainstream science. This skepticism opened the field to later amateur investigators.  相似文献   
166.
Brain injury research in sport employs a variety of physical models equipped with accelerometers. These acceleration signals are commonly processed using filters. The purpose of this research was to determine the effect of applying filters with different cutoff frequencies to the acceleration signals used as input for finite element modeling of the brain. Signals were generated from reconstructions of concussion events from American football and ice hockey in the laboratory using a Hybrid III headform. The resulting acceleration signals were used as input for the University College Dublin Brain Trauma Model after being processed with filters. The results indicated that using a filter with a cutoff of 300 Hz or higher had little effect on the resulting strain measures. In some cases there was some effect of the filters on the peak linear (8–30g) and rotational measures (1000–4000 rad/s2), but little effect on the finite element strain result (approximately 2–6 %). The short duration and high magnitude accelerations, such as the puck impact, were most affected by the cutoff frequency of different filters.  相似文献   
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Language and Politics in Education   总被引:1,自引:0,他引:1  
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