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91.
This article builds on our ongoing work in conceptualising an ‘evaluative stance’ framework to assist in understanding how leaders in the field of early childhood education and care (ECEC) make decisions about the selection of professional development options for themselves and their staff. It introduces the notion that evaluative mindsets can be considered in terms of attitudes towards decision-making that are based on personal epistemologies. Drawing on data from semi-structured interviews, it explores the mindsets of six experienced leaders in two long-established ECEC organisations in Australia with respect to their decision-making about professional development. The article concludes with a consideration of the potential utility of the framework and the coding template used in this exploratory study.  相似文献   
92.
The focus of the Education Works Personalization Project was to facilitate teams of teacher action researchers whose goal was to personalize their teaching with the support of university partners including doctoral students in education. The subsequent apprentice-like research experience within this university–school partnership provided an opportunity to study the ways in which teacher action research could serve as a vehicle for bridging the culture gap between schools and universities. Both the research team experience and the development of the school–university inquiry/knowledge network were initially characterized by undefined roles accompanied by ambiguous expectations. Although the ambiguity proved difficult initially, those who persisted and engaged in new roles ultimately found these emerging inquiry communities generative and valuable. We have come to conceptualize these generative inquiry communities as third spaces and we describe how oppositional categories framed by the cultural differences between schools and universities can work together to generate new knowledge.  相似文献   
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The aim of this study was to investigate if the effects of changes in physiological arousal on timing performance can be accurately predicted by the catastrophe model. Eighteen young adults (8 males, 10 females) volunteered to participate in the study following ethical approval. After familiarisation, coincidence anticipation was measured using the Bassin Anticipation Timer under four incremental exercise conditions: Increasing exercise intensity and low cognitive anxiety, increasing exercise intensity and high cognitive anxiety, decreasing exercise intensity and low cognitive anxiety and decreasing exercise intensity and high cognitive anxiety. Incremental exercise was performed on a treadmill at intensities of 30%, 50%, 70% and 90% heart rate reserve (HRR) respectively. Ratings of cognitive anxiety were taken at each intensity using the Mental Readiness Form 3 (MRF3) followed by performance of coincidence anticipation trials at speeds of 3 and 8 mph. Results indicated significant condition × intensity interactions for absolute error (AE; p = .0001) and MRF cognitive anxiety intensity scores (p = .05). Post hoc analysis indicated that there were no statistically significant differences in AE across exercise intensities in low–cognitive anxiety conditions. In high–cognitive anxiety conditions, timing performance AE was significantly poorer and cognitive anxiety higher at 90% HRR, compared to the other exercise intensities. There was no difference in timing responses at 90% HRR during competitive trials, irrespective of whether exercise intensity was increasing or decreasing. This study suggests that anticipation timing performance is negatively affected when physiological arousal and cognitive anxiety are high.  相似文献   
95.
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first century is well established. Although studies in digital literacies have examined the inclusion of computer games in schools, there has not been an extended study of English teachers incorporating computer games into their teaching and learning through action research projects. This paper outlines the structure and progress of a research project exploring the uses of computer games in English classrooms. We argue that much can be learned about the teaching of both print and digital literacies from examining computer games and young people's engagement in online digital culture in the world beyond school.  相似文献   
96.
This paper examines the impact of entrepreneurial initiatives within universities on scientific careers. Based on the career accounts of university‐based bioscientists involved in a government‐sponsored entrepreneurship training initiative, the paper explores the concept of academic entrepreneurialism. Three groups were identified in the data. First, academic entrepreneurs, who tended to be more experienced scientists and were now able to capitalise on their science. Second, those interested in technology transfer, who saw their career path taking them away from science, and finally a group of younger scientists who were trying to develop their career capital but were unsure what direction their career would take. The implications of these different groups for the management of universities and the development of knowledge are considered.  相似文献   
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This study investigated the relationship between both receptive and expressive prosody and each of three reading outcomes: accuracy of reading aloud words, accuracy of reading aloud nonwords, and comprehension. Participants were 63 children aged 7 to 12 years. To assess prosody, we used the Profiling Elements of Prosody in Speech Communication (PEPS-C; Peppé & McCann, 2003). Results revealed that certain subtests of the PEPS-C predicted a substantial proportion of variance across reading outcomes, even after age and segmental phonological awareness have been considered. In fact, our findings suggest that the PEPS-C compares favourably with a well-established test of segmental phonological awareness, the Comprehensive Test of Phonological Processing (CTOPP; Wagner, Torgesen, & Rashotte, 1999), in terms of its power to predict variability in children’s reading.  相似文献   
100.
Research Findings: This study explored the relationship between play and child development at the Grade 1 level. As previous research has noted a sudden curtailment of classroom play during this period, the relationship between play at home and children's school grades, behavior, and creativity scores was examined using correlational and regression analyses. In particular, this study sought to assess whether particular types of play (pretend play, active physical play, construction play, etc.) and social arrangements during play (play with siblings, with parents, alone, with friends) predicted any of the outcome measures. A total of 56 children ages 6 and 7 from suburban areas outside of Montreal, as well as their parents and teachers, participated in the study. Practice or Policy: Findings indicated that children spent between 1 and 2 hr playing after school each day and that the most common form of play was active physical play. The most common social arrangement during play was play with siblings. Children's free time in the morning and freedom to choose their play activities in the afternoon were predictive of children's academic progress. Watching others play and the ability to choose their own activities in the afternoon predicted positive adaptive behaviors at school. Play with commercial toys and playing alone were predictive of creativity scores.  相似文献   
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