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Students’ perceptions of actual and preferred classroom environment were investigated using the What is happening in this class? questionnaire (WIHIC). The WIHIC assesses seven classroom environment dimensions: student cohesiveness, teacher support, involvement, task orientation, investigation, cooperation and equity. A sample of 978 secondary school students from 63 classes in Queensland responded to the WIHIC. For each item on the WIHIC, students recorded their perceptions of the actual (or real) and preferred (or ideal) classroom environment. Results revealed that statistically significant differences between actual and preferred environments, and that the gap between actual and preferred environment was smaller for more positive classroom environments.  相似文献   
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Incorporating the academic engaged time model, the present study investigated behavioral differences between high- and low-achieving inner-city children. Two hundred observations of “on-task”-“off task” behavior of 136 children within the elementary grades (1 through 6) were noted during reading and mathematics lessons. Findings suggested that high- and low-achieving inner-city children spend a large proportion of time actively engaged in academic tasks, with high achievers spending somewhat more time than low achievers. No significant developmental trends were noted, and discrepant academic attainment levels of children are discussed in terms of an “academic learning time” model.  相似文献   
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Abstract

Nine males (age 24.7 ± 2.1 years, height 175.3 ± 5.5 cm, body mass 80.8 ± 7.2 kg, power clean 1-RM 97.1 ± 6.36 kg, squat 1-RM = 138.3 ± 20.9 kg) participated in this study. On day 1, the participants performed a one-repetition maximum (1-RM) in the power clean and the squat. On days 2, 3, and 4, participants performed the power clean, squat or jump squat. Loading for the power clean ranged from 30% to 90% of the participant's power clean 1-RM and loading for the squat and jump squat ranged from 0% to 90% of the participant's squat 1-RM, all at 10% increments. Peak force, velocity, and power were calculated for the bar, body, and system (bar + body) for all power clean, squat, and jump squat trials. Results indicate that peak power for the bar, body, and system is differentially affected by load and movement pattern. When using the power clean, squat or jump squat for training, the optimal load in each exercise may vary. Throwing athletes or weightlifters may be most concerned with bar power, but jumpers or sprinters may be more concerned with body or system power. Thus, the exercise type and load vary according to the desired stimulus.  相似文献   
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This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present when adopted in formal learning contexts. The aim of this paper is to shed light on the strengths and weaknesses of games for learning, and to gather stakeholder recommendations for the main actors in the field. The adopted research approach is qualitative and participatory, involving players, teachers, parents, researchers and developers. Data from 25 interviews and 11 focus groups yielded insights into the educational, psychological and ethical aspects of play. Results suggest that gameplay influences individuals in a very personal manner, and that its effects cover a wide range of skills, extending to identity development. Hence, to harness this potential, all actors in the ecology need strong awareness of both the affordances and the risks of games, and deep respect for individuals’ LEs. The study has implications for a wide range of actors, including educators, players, researchers, parents, game developers and policymakers.  相似文献   
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