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11.
ABSTRACT

Participation in youth sport is positively associated with physical fitness and performance. The purpose of the current study was to examine if physical fitness measures during childhood and early adolescence predicted high school sport participation. Participants included youth in the Michigan State University Motor Performance Study. Measures consisted of the endurance shuttle run, Wells sit-and-reach, jump and reach, standing long jump, agility shuttle run and 30-yard dash. Individual, generalized estimating equation models were used to estimate the association between each measure and the odds of participating in high school sport. For both sexes, the endurance shuttle run and agility shuttle run were related to sport participation. For boys only, the long jump and 30-yard dash were also associated with sport participation. Better physical fitness and performance across several dimensions in childhood, including those related to motor skills, enhanced the likelihood of sport participation in high school.  相似文献   
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There has been a long‐standing debate about how ‘English’ can be defined. Educational policy changes have typically been driven by differing representations of the subject, and have ranged from broad ‘aesthetic’ definitions to more narrow ‘functional’ views. The present study aims to analyse areas of consensus and contention in stakeholders' discourse regarding English. A questionnaire‐based survey and focus groups were used to explore how teachers and employers viewed English as a subject. Their views were conceptualised into three themes: the importance of functional English; English as atomistic versus holistic study; and English as critical thought. These themes are discussed in relation to historical definitions of ‘English’, and their implications for the future reform of English qualifications.  相似文献   
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Virtual and Augmented Realities are advancing technologies that are becoming more popular in gaming and programming communities. However, virtual reality has been in development for decades. As libraries are often at the forefront of offering new and advancing technologies to their communities, virtual and augmented reality programs have become new additions to library services. While gaming is the prominent use of these technologies, virtual and augmented reality affords many educational opportunities. Mississippi State University Libraries have recently added a virtual/augmented reality lab as part of its library program.  相似文献   
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Software engineering education can be viewed as a challenging task. Computer science students tend to focus on the programming aspects of a project, and take a “hacking approach” to completing a project, rather than viewing the process. Our course material includes teaching the Personal Software Process (PSP). Students are required to produce defect and effort metrics, as well as project summary reports. Tools to assist information recording and production of reports are difficult for students to access. The cost in terms of financial and learning time is usually too high at the educational level to justify using commercial tools that are available for the professional software engineer. We have developed a tool—Personal Assistant for Software Engineers—to aid students in the learning of the PSP. The tool has been successfully used in four subjects for a semester. Following feedback and evaluation, it has been redesigned, and is currently in stage two. The tool has been useful for students, and has automated the previous manual process of producing time and defect reports, along with project summaries, thus allowing them to focus on the meaning of the information.  相似文献   
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