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831.
Leonard N. Foner 《The Information Society》2002,18(3):153-163
An experimental, all-day Workshop on Freedom and Privacy by Design took place on 4 April 2000, as part of the 10th annual Conference on Computers, Freedom, and Privacy. It invited more than 30 well-known systems architects, implementors, and experts in privacy and usability to investigate, in depth, three different proposals for creating political artifacts: technology intended to bring about particular types of political change--in this case, the reinforcement of certain civil liberties. This article summarizes the rationale and structure of the workshop, the three proposals investigated, and what the workshop and audience members had to say about the issues. It concludes with some information on the workshop's impact to date and what lessons were learned by running such an experiment. 相似文献
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Tania F. Gallo Stuart J. Cormack Tim J. Gabbett Christian H. Lorenzen 《Journal of sports sciences》2016,34(15):1445-1451
The impact of perceived wellness on a range of external load parameters, rating of perceived exertion (RPE) and external load:RPE ratios, was explored during skill-based training in Australian footballers. Fifteen training sessions involving 36 participants were analysed. Each morning before any physical training, players completed a customised perceived wellness questionnaire (sleep quality, fatigue, stress, mood and muscle soreness). Microtechnology devices provided external load (average speed, high-speed running distance, player load and player load slow). Players provided RPE using the modified Borg category-ratio 10 RPE scale. Mixed-effect linear models revealed significant effects of wellness Z-score on player load and player load slow. Effects are reported with 95% confidence limits. A wellness Z-score of ?1 corresponded to a ?4.9 ± 3.1 and ?8.6 ± 3.9% reduction in player load and player load slow, respectively, compared to those without reduced wellness. Small significant effects were also seen in the average speed:RPE and player load slow:RPE models. A wellness Z-score of ?1 corresponded to a 0.43 ± 0.38 m·min?1 and ?0.02 ± 0.01 au·min?1 change in the average speed:RPE and player load slow:RPE ratios, respectively. Magnitude-based analysis revealed that the practical size of the effect of a pre-training perceived wellness Z-score of ?1 would have on player load slow was likely negative. The results of this study suggests that monitoring pre-training perceived wellness may provide coaches with information about the intensity of output that can be expected from individual players during a training session. 相似文献
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Robert D. Tennyson Robert L. Elmore Leonard Snyder 《Educational technology research and development : ETR & D》1992,40(2):9-22
In the past decade, research and theoretical advancements in both cognitive science and instructional technology have led
to updates in instructional design theory. In this article, we review two areas in which the updates make important contributions:
information analysis for higher-order cognition, and instructional strategies to improve acquisition of such higher-order
processes. From our reviews of the literature, we propose procedures for conducting a contextual module analysis and designing
integrated instructional strategies. An additional purpose of the article is to demonstrate the need for researchers in educational
technology to lead in the discovery of theories contributing to acquisition of higher-order cognition. 相似文献
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James Aczel Pat Fung Richard Bornat Martin Oliver Tim O'Shea Bernard Sufrin 《British journal of educational technology : journal of the Council for Educational Technology》2003,34(5):625-638
This paper describes a research project into undergraduates’ use of a software tool to learn symbolic logic—a complex abstract domain that has been shown to be intimidating for students. The software allows the students to manipulate proofs in certain ways and then calculates the consequences of their actions. A research method has been developed that allowed students’ use of this tool to be modelled, and this model was then used to identify, refine and create visual cues that provide support for students’ reasoning. The focus of this paper is the role of the software as an artefact to aid students’ visualisation of reasoning processes rather than the logic itself. The main mechanisms by which this visualisation is supported are the imposition of constraints on the actions available and the demonstration to students of the consequences of their actions. The study shows that the software encouraged experimentation with different routes to a proof, and constituted a challenge to fixated reasoning. 相似文献