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141.
This study investigated the cognitive processes involved in learning information presented in multimedia and text format using electroencephalographic (EEG) measures. Thirty-eight students (19 gifted, and 19 average) learned material presented with text (text); text, sound, and picture (picture); and text, sound and video (video), while their EEG was recorded. Alpha power, which is inversely related to mental effort, was analyzed. For thetext presentation, the alpha power measures showed higher amplitudes (less mental activity) over the occipital and temporal lobes, and less alpha power (higher mental activity) over the frontal lobes. The results support the assumption that thevideo andpicture presentations induced visualization strategies, whereas thetext presentation mainly generated processes related to verbal processing. The results further showed that gifted students displayed less mental activity during all three formats of presentation. These differences were especially pronounced for thevideo format. No gender-related differences in EEG patterns related to the format of presentation were observed.  相似文献   
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While several have written about the connection between life experience and learning, there is little in the literature that explicitly deals with how a particular life experience can become a significant learning experience for one person, but not another. This qualitative study examines the underlying structure of the significance of life‐experience learning. Open‐ended responses to a question about one's significant learning experiences were collected from 405 adults. In addition, 19 interviews were conducted to probe more deeply about individuals’ learning experiences and the significance they held for the learner. Findings suggest that for learning to be significant: (1) it must personally affect the learner, either by resulting in an expansion of skills, sense of self, or life perspective, or by precipitating a transformation; and (2) it must be subjectively valued by the learner.  相似文献   
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Power output and heart rate were monitored for 11 months in one female (V(.)O(2max): 71.5 mL · kg?1 · min?1) and ten male (V(.)O(2max): 66.5 ± 7.1 mL · kg?1 · min?1) cyclists using SRM power-meters to quantify power output and heart rate distributions in an attempt to assess exercise intensity and to relate training variables to performance. In total, 1802 data sets were divided into workout categories according to training goals, and power output and heart rate intensity zones were calculated. The ratio of mean power output to respiratory compensation point power output was calculated as an intensity factor for each training session and for each interval during the training sessions. Variability of power output was calculated as a coefficient of variation. There was no difference in the distribution of power output and heart rate for the total season (P = 0.15). Significant differences were observed during high-intensity workouts (P < 0.001). Performance improvements across the season were related to low-cadence strength workouts (P < 0.05). The intensity factor for intervals was related to performance (P < 0.01). The variability in power output was inversely associated with performance (P < 0.01). Better performance by cyclists was characterized by lower variability in power output and higher exercise intensities during intervals.  相似文献   
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The present investigation examined the K?hler motivation gain effect in a health game using an absent partner, presented virtually. The K?hler effect occurs when an inferior team member performs a difficult task better in a team or coaction situation than one would expect from knowledge of his or her individual performance. The effect has been strongest in conjunctive task conditions in which the group's potential productivity is equal to the productivity of its least capable member. Participants were randomly assigned to one of four conditions (individual control, coaction, additive, and conjunctive) in a 4 (conditions) ? 2 (gender) factorial design and performed a series of isometric plank exercises within an exercise game. They performed the first series of five exercises alone holding each position for as long as they could, and, after a rest period, those in the partner conditions were told they would do remaining trials with a same-sex virtual partner whom they could observe during their performance. The partner's performance was manipulated to be always superior to the participant's. Results showed that task persistence was significantly greater in all experimental conditions than in the individual control condition. The conjunctive condition was no more motivating than either the additive or coactive conditions. Results suggest that working out with virtually present, superior partners can improve persistence motivation on exercise game tasks.  相似文献   
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Despite changes, gender differences in math and science continue to exist in some countries. We examined whether the actiotopes of boys and girls at the high school level in math and science differed and the extent to which (a) their actiotope components, (b) the progressive development of their actiotopes (dynamic perspective), and (c) the co-adaptation of their actiotopes (systems perspective) function as predictors for girls’ and boys’ achievements and confidence in one’s own abilities in math and science. To answer these questions, we examined girls and boys (N?=?361) in Canada, the Czech Republic, and Germany with a questionnaire. The results suggest that girls are less effective at progressively developing their actiotopes in the fields of math and science and that modifications in their actiotopes were less well balanced by stabilizing forces. Independent of gender, the actiotope aspects considered here are suited to predicting achievements and confidence in one’s own abilities in math and science.  相似文献   
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Mobile phones and advanced web-based video tools have pushed forward new paradigms for using video in education: Today, students can readily create and broadcast their own digital videos for others and create entirely new patterns of video-based information structures for modern online-communities and multimedia environments. This paradigm shift in video usage can be used for advanced learning about complex topics in higher education, for example, learning about socio-scientific or medical topics. Yet–technology aside–applicable educational concepts using collaborative video creation as a method need to be developed. In the present study, we investigate a specific concept designed to fight obesity stigmatization by developing knowledge using a learning-through-design-approach. We expected that creating videos can actually contribute to a deeper understanding of obesity and to a reduction in stigmatizing attitudes–when compared to a control condition. Dependent measures were based on the students’ video products, obesity-related knowledge and attitudes. The course group assessed their own knowledge on causes of obesity and stigmatization because of obesity higher in the post-test than a control group who read a newspaper article on the topic. A corresponding significant reduction in stigmatizing attitudes was found. In sum, results indicate significant differences between students who produced YouTube videos and a control group of students. The results are interpreted as a confirmation of our initial assumptions and evidence indicating that the program is successfully applicable in higher education.  相似文献   
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