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41.
Abstract

The purpose of this study was to examine differences in knowledge representation and problem solutions in expert and novice youth baseball players. Ninety-four players in two age divisions, 7–8 years of age and 9–10 years of age, were assigned to three levels of expertise: high; average; and low skilled. Each subject participated in an interview session to elicit knowledge representation and solutions to five different defensive game situations. Interviews were transcribed and analyzed for content, solution to the problem, errors in problem solution, and qualitative trends. The frequency of advanced solutions to each of the five situations were analyzed in separate chi-square tests for age and expertise. Differences among the levels of expertise were found for the accuracy of solutions to three complex situations. Age was significant for only one situation. Patterns of knowledge content accessed during advanced and less advanced responses indicated both experts and novices were in a beginning stage of developing baseball knowledge structures. Errors in problem solutions indicated children had difficulty monitoring critical conditions and making correct inferences. Players' and teammates' ability to execute baseball skills seemed to influence the content and structure of tactical knowledge accessed during problem solution.  相似文献   
42.
Through the determined efforts of MONE, more than one third of the existing 5,851 schools have at least one computer lab. It is clear that the number of computers in schools in Turkey will continue to increase.  相似文献   
43.
This article highlights some of the obstacles facing tenure-track faculty of color in academia. Through the perspective of Critical Race Theory (CRT) and by using a counterstories method, four faculty of color share their experiences as they explore diversity issues through engaging in a 1-year self-study. Findings of this qualitative study provide important insights from the perspectives of faculty of color to address ways in which to identify supports that lever barriers during the tenure process.  相似文献   
44.
Digital learning lives aims to describe a set of practices in school education and beyond that are well developed and based on digital technology. With rich examples from our digital lives, the author shows that digital natives should be able to go beyond spaces and places with which they are familiar. People closely interested in broadening the scope of digital learning and creativity should think of buying this. Gi‐Zen Liu  相似文献   
45.
This book seeks to formalise approaches to e‐learning by ensuring that e‐resource design is evaluated and appropriately supported by evidence. The book is aimed at academics who design e‐learning systems and need to devise scholarly evaluation research to assess their success. If this book's likely to relate closely to what you do, I suggest you borrow a copy so you can assess it for yourself. John G Hedberg  相似文献   
46.
Film Technology     
Ralph N. Sargent's Preserving the Moving Image (Washington: Corporation for Public Broadcaiting and National Endowment for the Arts, 1974---$3.95, paper)

Rene L. Ash's The Motion Picture Film Editor (Metuchen, N.J.: Scarecrow Press, 1974---$6.00)

John Hales (ed.) Computer Animation (New York: Hastings House, 1974---$20.00)

George Fox's Earthquake: The Story of a Movie (New York: Signet Film Series, 1974---$1.25, paper)  相似文献   
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A content analysis of rap music videos aired on BET, MTV, and VH1 examined the occurrence of controversial themes, gender differences, and skin tone distortion. The results of this study found that current rap music videos have placed an emphasis on themes of materialism and misogyny. Additionally, men and women in the videos differ in their portrayal of these themes. Specifically, female characters are significantly more likely to appear as objects of sexuality. Men and women also differ in their appearance with more African American females appearing to have Eurocentric features. Implications and suggestions for future research are discussed.  相似文献   
50.
Though lacking empirical evidence, professional wrestling has been criticized for portraying excessive violence in harmful contexts. This study focused on the equity of violent reprisal perpetrated by liked versus disliked protagonists with socially sanctioned or unsanctioned motives. Results of a quantitative content analysis show that most violent interaction sequences were over-retributive. Violence that was not part of match competition was routinely initiated for normatively unsanctioned motives and showed predominant patterns of escalating violent retribution. These patterns held across perpetrator disposition. Thus, liked characters regularly aggressed for normatively unacceptable reasons. The consequences of these portrayals are discussed.  相似文献   
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