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191.
In this study, a practical matrix method is presented to find an approximate solution of high-order linear Fredholm integro-differential equations with constant coefficients under the initial-boundary conditions in terms of Taylor polynomials. The method converts the integro-differential equation to a matrix equation, which corresponds to a system of linear algebraic equations. Error analysis and illustrative examples are included to demonstrate the validity and applicability of the technique.  相似文献   
192.
In the present experiment the animation of the operating mechanism of a pendulum clock was used in order to compare the effects of spatial cueing with those of temporal scaling on the comprehension of the animation. The presentation speed of the clock mechanism (normal vs. fast) and signalling cues to three different parts of the mechanism (weight, pendulum, and an irrelevant gear as blinking elements) were used in a 2 × 3 between subjects design with 144 participants. It was found that compared to normal speed condition, understanding was improved in the fast speed condition, but was unaffected by any of the cueing conditions. The results indicate that, although guidance of attention to relevant parts of an animation is often seen as a key to effective instructional design, the way temporal manipulations affect understanding is independent from local attention guiding.  相似文献   
193.
This essay is an attempt to facilitate the search for a new paradigm to help guide and organize research. Inadequacies in the philosophy of language underlying the classical and neo‐Aristotelian traditions are explained; a set of propositions that offers a more adequate philosophy of language is developed; a controversy among major modern theorists is illustrated; and selected recommendations of The Prospect of Rhetoric are assessed.  相似文献   
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An interpretation or review of recent legislative and judicial actions pertaining to equity in education.  相似文献   
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198.
In 2001, librarians at the University of Nevada, Reno, carried out what some considered a radical experiment in the library world: an end to the check-in of print periodicals in exchange for allocating staff resources to support electronic resources. Nine years later, the authors assessed current print serials management practices in a new and changed environment through a survey and interviews. This article presents the assessment results, discusses the directions taken over the years, the benefits and challenges, and offers suggestions for other libraries interested in exploring such a project.  相似文献   
199.
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts—ways of seeing and understanding problems so that they “become” different kinds of people. “Serious games” coming from business strategy, advergaming, and entertainment gaming embody these features and point to a future paradigm for eLearning. Building on interviews with leading designers of serious games, this article presents case studies of three organizations building serious games, coming from different perspectives but arriving at similar conclusions. This article argues that such games challenge us to rethink the role of information, tools, and aesthetics in a digital age.  相似文献   
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