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41.
Teachers’ adoption and implementation of evidence‐based programs is often limited. Program characteristics may be important facilitators or barriers of use, yet little is known about which attributes influence teacher decisions. Using a discrete choice experiment with a sample of general education elementary teachers (N = 230), we examined (a) preference for attributes of school‐based interventions, (b) relative preference for three intervention packages with experimentally manipulated characteristics, and (c) teacher characteristics related to the above preference profiles. Intervention outcomes were the most important characteristics in teachers’ intervention decisions. Most teachers’ responses suggested preference for a social and emotional learning program (57.9%) or school‐based consultation for behavioral interventions (35.8%); a small group of teachers preferred a general support intervention (5.8%). Teachers preferring the general support intervention reported greater mental health symptoms, lower mental health literacy and lower confidence in program effectiveness than peers preferring other interventions. Implications for intervention development and future directions are discussed.  相似文献   
42.
The 2008 commercial video game Spore allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game??s release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as a troubling teacher of intelligent design, while others suggested it might excite public interest in science. This paper explores the extent to which these two ways of thinking about the game are consistent with what players have done with the game in its online community. This analysis suggests that, at least for the players participating in this community, the game has not seduced them into believing in intelligent design. Instead the activities of these players suggest that the game has played a catalytic role in engaging the public with science. These findings indicate that designers of educational games may wish to consider more deeply tensions between prioritizing accuracy of content in educational games over player engagement.  相似文献   
43.
Traditionally, radical social movements faced a dilemma regarding media coverage: focus either on mass media, but lose control of their representation, or on alternative media, but fail to get their message to the broader public. The World Wide Web overcomes these problems, allowing movements to create their own media with mass distribution. However, it has two key weaknesses of its own: attracting audiences and mixing in- and out-group communication. In this paper, we show how the structure and content of the anarchist Web-based media work together to separate in- and out-group discourses. We then demonstrate how the anarchists attracted an audience to their Web media. The Black Bloc tactics at the Seattle protests against the World Trade Organization brought an increase in media attention, albeit negative. We examine how anarchists took advantage of the larger audience created by this bad publicity and mounted a counter-public relations campaign online. We argue that the Web alters the power relationship between mainstream and alternative media without displacing the need for mainstream coverage.  相似文献   
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