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Abstract

Forty-five children from two intact kindergartens in one school were randomly assigned by sex to (a) an experimental group which received a movement program that included 120 min of guided practice in the overhand throw; or (b) a control group which received the same movement program but no exposure to the throw. A third group (N = 24), randomly selected by sex from a comparable school, received no movement program. Before and after the eight-week instructional period, ten trials of each child's overhand throw for force were filmed. Horizontal ball velocities were simultaneously recorded. ANOVAs on pre- and posttest ball velocities for each sex within each treatment group revealed no significant practice effect over ten trials (p > .05); thus, the trial mean was used as each subject's score. Two-way ANOVAs (treatment X sex) on the pre- and posttest data indicated no significant velocity differences (p > .05) between groups either before or after instruction. Boys had significantly greater velocities than girls (p < .05). Eight weeks of instruction that included 120 min of guided practice in the overarm throw did not significantly change the ball velocities of kindergarten children when compared to two groups with no formal throwing experience.  相似文献   
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Recently, the relationship between identity and learning has come front and center in discussions about how to design successful learning environments for youth who struggle in mainstream institutions. In this essay, I explore the role identity development plays in constructing learning environments for traditionally marginalized youth. While I agree with DeGennaro and Brown on the importance of identity development for learning, I stretch the relationship between these two constructs in several ways: First, I will argue that how we define “technology” and what that means for marginalized youth, particularly those who are assumed to be victims of the “digital divide” is a crucial aspect of the design of successful digital learning environments. Second, I discuss how identity is represented in these digital learning spaces, and analyze how meaning is constructed in multimodal spaces such as websites. Finally, I reflect on DeGennaro and Brown’s notion of “emergent design,” as a positive contribution to design research, and propose the idea of incorporating youths’ already existing competencies into the emergent design process.
Erica Rosenfeld HalversonEmail:
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This study addresses three issues: (a) Which attributes characterize children's friendship choices? (b) Which show sex differences? (c) Which dimensions of teacher ratings of behavior contribute to peer selections? The issue of peer-teacher relatedness is addressed by obtaining peer nominations for certain attributes and independent measures of behavior that have been shown to be related to peer popularity. The results demonstrate that: (a) Peer acceptance is indexed by “Like to Sit By,” and this pattern is generally similar for boys and girls, with the exception of the dimension “Good at Games,” which characterizes boys' choosing peers. (b) The data on peer acceptance and rejection do not result in simple, bipolar dimensions, since these are not highly negatively correlated. (c) When peer nominations are assessed for possible teacher influences, an interesting sex difference emerges: girls prefer not to sit next to children whom their teachers rate as high in behavior problems.  相似文献   
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The notion that technology is the application of science to the making of artefacts is a widely-held, persistent and influential view. Considerable scholarly work has been done during the past quarter century to refute it on the grounds that it is historically and ontologically inaccurate. It is a view which fails to recognise the contribution of non-scientific factors to technological development,which neglects the reverse contribution of technology to science, and which offers a superficial account of the process of application. This paper focusses on this last point, and argues that in those cases where science is applied to technology, the application process is usually exceedingly complex. The process involves the selection of appropriate knowledge, the adoption of differing criteria and the translation and re-shaping of knowledge to make it amenable to the technologist. The issue has important implications for the school curriculum. Specializations: science/technology education, technology teacher education, educational evaluation.  相似文献   
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Blended learning is a diverse and expanding area of design and inquiry that combines face-to-face and online modalities. As blended learning research matures, numerous voices enter the conversation. This study begins the search for the center of this emerging area of study by finding the most cited scholarship on blended learning. Using Harzing’s Publish or Perish software (http://www.harzing.com/pop.htm), we determined the most frequently cited books, book chapters, and articles on the subject of blended learning, as well as the journals in which these highly cited articles appeared. Through these findings we offer some conclusions about where the conversations about blended learning are happening, which scholars are at the forefront of these conversations, and other emerging trends in blended learning scholarship.  相似文献   
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Abstract

Children studied longitudinally from kindergarten through second grade were refilmed in seventh grade as they performed 10 trials of the forceful overarm throw. The horizontal ball velocities of the 22 boys and the 17 girls were compared with predictions made when the children were in second grade. The original estimate of an annual rate of change (a “developmental year”) of 5–8 feet/sec/year (1.52–2.44m) remained accurate for the boys; the original estimate for the girls had to be increased to 2–4.5 feet/sec/year (.61–1.37m). While the gap between the sexes increased throughout elementary school, it increased at a slower rate from second to seventh grade than it had during the primary years. By seventh grade, however, the girls were 5 developmental years behind the boys. The data also suggested a difference in the degree to which the sexes maintained their relative positions within their groups: girls appeared more stable than boys across the elementary years. Change was also assessed in the developmental levels exhibited by the children as they threw. The girls' rate of development was 5–6 years behind the boys' rate. Few boys, however, had reached an advanced level in all movement components by seventh grade. Self-reports suggested that the boys had participated in more overarm throwing than had the girls.  相似文献   
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A predominant area of instruction in school physical education programs is game play. Effective decision making is important to the successful execution of skills. Unfortunately, the task of teaching effective decision making in varying game situations is not easy. The demands of the game require far more than simply physical skillfulness. Game play is interwoven with numerous decision-making opportunities for the participant. Successful game players must make these decisions in an effective and timely manner. The purpose of this article is to compare two models of game instruction: the technique model and the “games for understanding” model. This analysis indicates that the games for understanding model provides a more viable way of teaching strategic decision making for game players. Included will be discussions on the various theories that contrast the two approaches. A final section provides suggestions for future research into the validity of the “games for understanding model.”  相似文献   
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In this article I bring artistic production into the learning sciences conversation by using the production of representations as a bridging concept between art making and the new literacies. Through case studies with 4 youth media arts organizations across the United States I ask how organizations structure the process of producing autobiographical digital art through a focus on representational tasks and how learning can be traced by examining youth artists' representations over time. Using a distributed cognition framework I analyze data on the process of making digital art in terms of the macro and micro tasks performed in order to identify occasions for external representation construction and use across organizations. I then examine how individual youth engage in these macro and micro tasks by producing representations that demonstrate their understanding. These analyses show that youth media arts organization production processes engage young artists in a representational trajectory that begins with developing a story about the self, moves toward a focus on how the tools of the medium afford representation of that story, and culminates in digital representations that reflect an understanding of the relationship between story and tools.  相似文献   
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