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Acknowledgement
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In education, case studies have been employed as a major pedagogical means to engage students with realistic materials and practical problems. The usefulness and success of case studies have been documented in literature. In this paper, we move the case study and its technical affordance a step further toward more authentic or realistic learning and toward communities of practice. Drawing on current intellectual achievement in education, developmental psychology and computer-supported collaborative learning, this paper proposes four requirements for interactive case study libraries, focusing on authentic learning, social interaction, resource accumulation, and communities of practice. With a usability engineering case study library as an example, we discuss design concerns derived from these requirements as well as its use in practice. 相似文献
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Craig Locatis James Charuhas Richard Banvard 《Educational technology research and development : ETR & D》1990,38(2):41-49
Methods for incorporating video in hypermedia programs are discussed in this article. Hypermedia is defined, and linear and
interactive video are contrasted. It is argued that hypermedia presents unique problems in knowledge representation affecting
video production, and that techniques are required differing from those for linear video and other forms of interactive video.
Suggestions are made for giving interactive video the “look and feel” of hypermedia that primarily involve condensing information
and accelerating presentation pace. They are based on the authors' experiences evaluating interactive media and creating “compressed”
video programs. Existing media and visual ability research is re-interpreted to support these interactive, “hypervideo” methods. 相似文献
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Munroe-Chandler KJ Hall CR Fishburne GJ Strachan L 《Research quarterly for exercise and sport》2007,78(2):103-116
The purpose of this study was to investigate young athletes' imagery use from a developmental perspective. The participants were 110 male and female athletes competing in both team and individual sports. They represented four different age cohorts (i.e., 7-8, 9-10, 11-12, and 13-14 years). Sixteen focus groups, two for each age category and gender, were used as the method of data collection. The findings indicated "where," "when, " and "why" young athletes use imagery and how imagery use changes as children move from early childhood through to early adolescence. Overall, results revealed that all age cohorts reported using imagery in both training and competition and for both cognitive and motivational purposes. The present research also found support for studying imagery use by young athletes from a developmental perspective. 相似文献
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