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31.
Athletes frequently have to adapt their skills to fast changes of play, often requiring the flexible execution of a particular movement skill with either hand. To assess the influence of sport-specific expertise and extensive sport training on human laterality, a video analysis of regular basketball games was performed for professional, semi-professional, and amateur players to investigate how non-dominant hand use and proficiency change with increasing expertise. Our results showed that the right-hand (i.e. dominant hand) bias in basketball players is reduced with increasing expertise (i.e., competitive level). Accordingly, we found that professional players use their non-dominant hand more often and with greater success than semi-professional and amateur players. This was true for most of the basketball-specific skills. Based on these results, we assume that increasing amounts of bilateral practice can lead to a shift in task-specific manual preference towards a higher use of both hands in competition, as well as to a higher proficiency for non-dominant hand actions in particular. From an applied perspective, the more frequent use and higher proficiency of the non-dominant hand in professional basketball players, compared with amateurs, suggests that the context-specific and skilled use of the non-dominant hand is crucial for successful play at higher competitive levels in the sport of basketball.  相似文献   
32.
Although youth are increasingly going online to fulfill their needs for information, many youth struggle with information and digital literacy skills, such as the abilities to conduct a search and assess the credibility of online information. Ideally, these skills encompass an accurate and comprehensive understanding of the ways in which a system, such as a Web search engine, functions. In order to investigate youths’ conceptions of the Google search engine, a drawing activity was conducted with 26 HackHealth after-school program participants to elicit their mental models of Google. The findings revealed that many participants personified Google and emphasized anthropomorphic elements, computing equipment, and/or connections (such as cables, satellites and antennas) in their drawings. Far fewer participants focused their drawings on the actual Google interface or on computer code. Overall, their drawings suggest a limited understanding of Google and the ways in which it actually works. However, an understanding of youths’ conceptions of Google can enable educators to better tailor their digital literacy instruction efforts and can inform search engine developers and search engine interface designers in making the inner workings of the engine more transparent and their output more trustworthy to young users. With a better understanding of how Google works, young users will be better able to construct effective queries, assess search results, and ultimately find relevant and trustworthy information that will be of use to them.  相似文献   
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The clinical use of ultrasound has dramatically increased, necessitating early ultrasound education and the development of new tools in ultrasound training and assessment. The goal of this study was to devise a novel low-resource examination that tested the anatomical knowledge and technical skill of early undergraduate medical students in a gross anatomy course. The team-based ultrasound objective structured practice examination (OSPE) was created as a method for assessing practical ultrasound competencies, anatomical knowledge, and non-technical skills such as teamwork and professionalism. The examination utilized a rotation of students through four team roles as they scanned different areas of the body. This station-based examination required four models and four instructors, and tested ultrasound skills in the heart, abdominal vessels, abdominal organs, and neck regions. A Likert scale survey assessed student attitudes toward the examination. Survey data from participants (n = 46) were examined along with OSPE examination grades (n = 52). Mean and standard deviations were calculated for examination items and survey responses. Student grades were high in both technical (96.5%). and professional (96.5%) competencies with structure identification scoring the lowest (93.8%). There were no statistical differences between performances in each of the body regions being scanned. The survey showed that students deemed the examination to be fair and effective. In addition, students agreed that the examination motivated them to practice ultrasound. The team-based OSPE was found to be an efficient and student-favored method for evaluating integrated ultrasound competencies, anatomical knowledge, team-work, and professional attributes.  相似文献   
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The aim of this article is to make initial suggestions as to how certain aspects of adult literacy and numeracy education would benefit from research resources. The author identifies several issues affecting literacy research, such as limited research capacity and lack of a shared international forum. He then discusses four aspects in more detail: models of literacy, the benefits of literacy education, instructional practices, and the effects of diverse settings for practice. In all of these areas, he argues, it is important that attention is paid to the distinction between research about and research in literacy and numeracy education, as these two types of research serve different purposes using different strategies. The article closes with a call for more reliable research-based information in order to inform and enrich the professional judgement of educators.  相似文献   
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Little is known about the instructional effects of narrative framing elements in child learning games. In this study, second and third graders (Mage = 8.24) played one of two versions of a successful, commercial mathematical learning game at home for 2 weeks (N = 95; between-subject design). The versions differed in the presence/absence of a background story conveyed through comic cutscenes at the beginning and the end of the game. Results showed that children played the game intensively in both conditions: despite not being forced to do so. Plus, they also learned from the game. As expected, children assigned to the cutscenes condition interfaced with the cutscenes. However, no between-group difference was detected in pre-post learning gains, parent-reported engagement, self-reported enjoyment, time spent with the game and the number of solved in-game tasks (all |ds| < 0.29). Altogether, no advantage or disadvantage from the narrative comic cutscenes was revealed.  相似文献   
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