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71.
Over the last decade, research in the field of Teaching English to Speakers of Other Languages (TESOL) has increasingly focused on the relationship between culture and learning. Researchers such as Kumaravadivelu (2003) have been vocal in their opposition to the practice of cultural stereotyping. In the current study, Holliday’s (2005) model of Culturism was used as a theoretical basis. Six Australian TESOL teachers were interviewed to determine the nature and extent of the cultural stereotypes that they held, particularly as they pertained to specific learning-related behaviours. A qualitative analysis of the data revealed that teachers most often grouped students in terms of national or regional cultures and believed that cultural background strongly influenced student learning behaviour, resulting in the formation of a number of stereotypes. Despite this, the findings also demonstrated that teachers were self-aware of the pitfalls of cultural stereotyping and took other factors influencing student behaviour into consideration.  相似文献   
72.
How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student’s processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics. Grounded in the Knowledge In Pieces framework of conceptual change (A. diSessa, 1993), we analyze the processes through which the student, Jamal, developed an expert-like understanding of deflections, a phenomenon that has been previously identified as challenging to understand for novice physics learners. We also explore the key characteristics of SURGE Next supporting these conceptual change processes. Our analysis shows that Jamal’s learning involved iterative refinement of his conceptual understanding through distributed encoding (A. diSessa, 1993). That is, as Jamal advanced through the game levels in SURGE Next, he developed a progressively more distributed sense of mechanism (A. diSessa, 1993) and was able to identify and operationalize the roles of the direction and magnitude of an object’s initial (or previous) velocity in determining the velocity resulting from the application of a new impulse. We also discuss the methodological and design implications of our findings for future research on digital games for learning.  相似文献   
73.
Background and purpose: Attentional focus cues have been shown to impact motor performance of adults and children. Specifically, an external focus of attention results in improved motor learning and performance as compared to adopting an internal focus of attention. The purpose of this study was to determine the effects of an internal and external attentional focus cue on children’s object control skill performance during a commonly used motor skill assessment.

Methods: Using a within-participant design, a total of 44 children (Mage?=?7.7 years, 20 boys and 24 girls) completed all three attentional focus conditions. The object control subscale of the Test of Gross Motor Development-2nd Edition (TGMD-2; Ulrich, 2000. Test of Gross Motor Development-2. Austin: Pro-Ed.) served as the motor skill assessment in present study. The TGMD-2 is a normed and criteria-referenced assessment frequently used to assess fundamental motor skill competence in children. The object control subtest of the TGMD-2 assesses a child’s ability to complete six fundamental motor skills – striking a stationary ball, stationary dribble, catch, kick, overhand throw, and underhand roll. All participants completed the object control subtest of the TGMD-2 under three different attentional focus conditions: baseline (i.e. neutral focus), internal, and external. The internal cue focused on movement performance and the external cue focused on movement outcome. In all three conditions, a video demonstration of proper skill performance was used to ensure no difference in visual demonstration, but the overlaying audio was changed to encompass each attentional focus condition. Children’s motor performance was recorded and later coded by a single researcher blinded to the study. A repeated-measures analysis of variance was used to determine if children’s motor scores changed among the three conditions.

Results: Findings demonstrated that children’s performance differed among the three conditions (F(2,43)?=?3.5, p?Post hoc analysis revealed that children scored significantly better in the external cue condition compared to the baseline (difference?=?1.98, p?Conclusion: Children performed better when given a verbal instruction to focus their attention externally rather than a verbal instruction with no attentional focus cue. No significant differences exist between the internal and external focus condition or between the neutral and internal condition. Our findings align with the literature and support that external attentional focus cues have a positive effect on motor performance. From a teaching and learning standpoint, using consistent instructions appears to be essential for young learners. Slight changes in verbal cues can have a significant effect on how well children execute fundamental motor skills.  相似文献   
74.
Although there is ample clinical evidence supporting sensory hyper- and hypo-sensitivities in children with autism, empirical evidence is scant. Review of the available evidence indicated that there was a need for further systematic data on unusual sensory-perceptual sensitivities. A questionnaire was developed to investigate this phenomenon in 30 young children with autism and their controls across auditory, tactile, visual, gustatory, and vestibular domains. Significant differences were found between the two groups across all domains, although the limitations of this preliminary investigation need to be taken into account. The findings are interpreted within the framework of theory of mind and joint attention deficit, as well as psychodynamic hypotheses for autism. A brief argument is given as to how an ongoing experience of sensory aberrations may have an inhibitory effect on the prerequisite processes through which social interactivity, attachment, and communication skills develop. The applied implications of the findings are also discussed.  相似文献   
75.
Despite the ease of accessing a wide range of measures, little attention is given to validity arguments when considering whether to use the measure for a new purpose or in a different context. Making a validity argument has historically focused on the intended interpretation and use. There has been a press to consider both the intended and actual interpretations and how users make sense of the data when constructing validity arguments, but the practice is not widespread. This paper contributes to existing research on validity by highlighting the value of attending to the actual interpretation and use of a measure aimed at supporting instructional improvement in mathematics. We describe the use of the same measure across two contexts to highlight the importance of attending to characteristics of both users and the contexts in which the measures are used when assessing the validity of inferences for the purpose of instructional improvement efforts.  相似文献   
76.
This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.  相似文献   
77.
78.
Abstract

The conditions, processes and consequences of technology implementation were explored in order to develop a holistic view of technology use in a typical elementary school (ages 6-11 years). This qualitative case study employed a symbolic interactionist conceptual framework, an interpretivist research paradigm and analytic induction strategies. Assertions generated from the process of analytic induction suggest that even when conditions appear ripe for transformational uses of technology, these uses often do not occur. The study raises questions about whether school-wide transformational uses of technology can occur without an organized reform effort and whether the conditions for transformational use of technology advocated in the literature are sufficient to facilitate such use. The study also supports the need to consider stages of adoption when planning for technology integration within a school and adds another dimension to the question of whether constructivist teaching strategies enable transformative uses of technology or whether the transformational uses of technology lead to more constructivist tendencies.  相似文献   
79.
Group‐based social hierarchies exist in nearly every society, yet little is known about whether children understand that they exist. The present studies investigated whether 3‐ to 10‐year‐old children (N = 84) in South Africa associate higher status racial groups with higher levels of wealth, one indicator of social status. Children matched higher value belongings with White people more often than with multiracial or Black people and with multiracial people more often than with Black people, thus showing sensitivity to the de facto racial hierarchy in their society. There were no age‐related changes in children’s tendency to associate racial groups with wealth differences. The implications of these results are discussed in light of the general tendency for people to legitimize and perpetuate the status quo.  相似文献   
80.
This study examined how parents' reports of children’s technology use in the home varies by a child’s gender or grade level. Framed by technology adoption models, this mixed-method study gathered parent reports of their elementary child’s use of portable technology for entertainment and learning in the home, collected from 120 surveys and 13 individual interviews with survey respondents. Results across the four 2×2 ANOVAs yielded three significant main effects: gender and entertainment devices, gender and entertainment apps, grade level and learning apps. No significant effects were found among any of the interaction variables or within the ANOVA summary for learning devices. Interview data revealed girls are interested in reading with Kindle, whereas parents are reluctant to provide boys with portable technology because of their preference to play games. Strategies are provided for teachers, support specialists, and parents to improve how children use technology. Implications for app developers are suggested.  相似文献   
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