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91.
This article describes the use of an observation system to measure middle school staff practices, environment characteristics, and student behavior in the school common areas. Data were collected at baseline from 18 middle schools participating in a randomized controlled trial of school‐wide Positive Behavior Support. The observations were reliable and showed sensitivity to differences between school settings and between schools. Multilevel models with students nested in schools were used to examine the associations of staff practices and the school environment with student behavior. Less effective behavior management and more staff criticism, graffiti, and percentage of low‐income students were associated with student problem behaviors. Greater use of effective behavior management and positive attention, and fewer low‐income students were associated with positive student behavior. The use of data‐based feedback to schools for intervention planning and monitoring is illustrated. Implications for school‐wide efforts to improve student behavior in middle schools are discussed. © 2011 Wiley Periodicals, Inc.  相似文献   
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This paper presents research that examines the links between practitioners’ understanding of play and its relationship to learning, their pedagogic interactions with children and children’s own perceptions of their play. Previous research has shown a mismatch between practitioners’ understanding of play and their practice. This research identifies how differences in understanding of play, especially the role of the adult, by practitioners in two unrelated settings are associated with variation in pedagogic interactions emphasising choice and control. Furthermore, it is argued that these differences are reflected in differences in children’s use of the cue of adult presence as a defining feature of play and not-play activities.  相似文献   
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The need for literacy and the English curriculum to attend to digital literacies in the twenty-first century is well established. Although studies in digital literacies have examined the inclusion of computer games in schools, there has not been an extended study of English teachers incorporating computer games into their teaching and learning through action research projects. This paper outlines the structure and progress of a research project exploring the uses of computer games in English classrooms. We argue that much can be learned about the teaching of both print and digital literacies from examining computer games and young people's engagement in online digital culture in the world beyond school.  相似文献   
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Background: Retirement from professional sport has been recognised as a major psychological stressor, and there is a need to identify factors that increase the risk of mental health problems after career termination. The current study examined associations between career-ending injury, chronic pain, athletic identity, and depressive symptomology in retired professional footballers. Methods: A cross-sectional study was performed with 307 retired male footballers who had played within a professional United Kingdom league. Participants completed measures of depressive symptoms (Short Depression-Happiness Scale), chronic pain (Pain Intensity Numerical Rating Scale), and athletic identity (Athletic Identity Measurement Scale), and reported their reasons for retirement. Results: A total of 48 participants (16%) met the cut-off score for possible cases of clinically relevant depression. These participants were more recently retired, and had higher athletic identity than those without depressive symptoms. Former players with depressive symptoms were more likely to cite injury as a retirement reason, and report higher levels of ongoing injury-related pain. Multivariate logistic regression revealed that the presence of depressive symptoms was independently associated with retirement through injury (OR?=?3.44; 95% CI?=?1.39, 8.51), higher pain levels (OR?=?1.38; 95% CI?=?1.02, 1.86), and increased athletic identity (OR?=?1.28; 95% CI?=?1.14, 1.44). Conclusions: Career-ending injury is strongly associated with higher odds of depressive symptomology during retirement, while experiencing chronic pain, and maintaining a high sense of athletic identity, are additional potential contributors.  相似文献   
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Interactive museum exhibits have increasingly placed replicated and virtual objects alongside exhibited authentic objects. Yet little is known about how these three categories of objects impact learning. This study of family learning in a botanical garden specifically focuses on how 12 parent‐child family units used explanations as they engaged with three plant types: living, model, and virtual. Family conversations were videotaped, transcribed, and coded. Findings suggested that: 1) explanations of biological processes were more frequent than other types; 2) model and virtual plants supported more process explanations than did the living plants; 3) the model plant supported more references to school than did the living and virtual plants; and 4) the living plant supported more references to everyday experiences than did the virtual plant.  相似文献   
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