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The use of the physical environment as a three-dimensional (3-D) textbook is not a common practice in educational facilities design. Previous researches documented that little progress has been made to incorporate environmental education (EE) into architecture, especially among the conventional designers who are often constrained by the budget and building area requirements. This article presents an exploratory project to develop a prototype for the 3-D textbook. The author does not formulate ideas and concept based on the pre-determined specs in a design brief. Instead, the design solution evolved through a qualitative case study conducted at the Green School in Bali, Indonesia. Data were collected through a series of interviews and on-site observations. The qualitative findings uncovered four design features for the 3-D textbook. A prototype was subsequently developed using the design features as a blueprint. The prototype serves as a testing ground for new ideas as well as a platform to promote awareness and acceptance of the 3-D textbook among the practitioners. Consequently, this article attempted a significant proposition to bring together architecture and EE, thus potentially contributing to a field of knowledge that embraces design and education.  相似文献   
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This article presents a mixed methods examination of teachers’ job beliefs in the Yukon Territory in northern Canada. In Study 1 we used questionnaires to examine job beliefs for 221 teachers from the Yukon and western Canada. Teachers’ self- and collective efficacy and workload stress were lower for Yukon teachers, but levels of overall stress and satisfaction were similar across settings. In Study 2 we conducted interviews to examine how geographical, community, and cultural factors were related to Yukon teachers’ job beliefs. Results showed that job stress and job satisfaction were influenced by physical and human geography, level of connection with the community, and by the community's cultural transitions. The findings highlight the influence of cultural and community factors on teachers’ working lives.  相似文献   
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Talab  Rosemary 《TechTrends》2004,48(6):15-19
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Rosemary Hopper 《Literacy》2005,39(3):113-120
What are adolescents choosing to read? This is an important question because of potential divergence between school students' reading interests and reading expectations in school. This article considers the findings from a study of the reading over one week in May 2002 of 707 school students aged between 11 and 15, undertaken in 30 schools in the south‐west of England. The findings are related to earlier research by, amongst others, Whitehead, Benton, and Hall and Coles. The article reflects on adolescent reading choices, influences on those choices and the importance of validating all reading experience, including the new literacies.  相似文献   
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The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case‐matched with 49 non‐ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small‐animated figure through a hazardous jungle environment. Operationally defined measures of motor control were designated by (1) the stage of the game completed (ie, the number of obstacles successfully passed) before losing the figure's ‘life’, (2) the level of complexity that the stage represented and (3) the time taken to get to that point during the video game play. These measures were assessed under contrasting conditions of low or high working memory and distracter loads. Four tasks were administered (totalling 12 trials), incorporating both with and without distracter conditions. For those trials with the distracter, a segment of the television show The Simpsons was simultaneously played on a television screen adjacent to the computer game monitor. A 5‐way MANOVA revealed that ADHD boys took less time to complete their trials under the direct condition (ie, no working memory load) on Crash Bandicoot, compared to their matched non‐ADHD peers. When the task required additional working memory, however, the ADHD boys took significantly longer. Cumulative frequency plots of game performance revealed that in terms of the number of obstacles completed, the control participants successfully navigated more obstacles on the low working memory load task than the ADHD participants, but that the performance of the two groups was less distinguishable on the high working memory load task. The findings have implications for assessment and management of children with ADHD.  相似文献   
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