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11.
本文对秦始皇兵马俑博物馆室内采集的长短期降尘、大气悬浮颗粒物和彩绘漆层进行了SEM-EDX研究,在大气悬浮颗粒、短期和长期降尘中,含硫颗粒的粒径分别为0.9~22.8μm、1.0~29.0μm和1.2~37.7μm,多为石膏与粘土或石英以内部混合的状态存在。降尘中的附着型絮状硫酸钙多于大气悬浮颗粒物中,显示降尘和大气中的二氧化硫发生了累进的化学反应。彩绘漆层表面的坑和裂隙附近观察到原位生长的硫酸钙晶体,显示漆层材料或降尘颗粒物与大气二氧化硫之间的酸化学反应,可能是彩绘漆层表面受侵蚀形成微小坑和裂隙的原因之一。  相似文献   
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This paper compares school expansion between North and South Korea since 1945. Whilst school expansion was equally dramatic in both North and South, the patterns followed were quite different. The South Korean expansion program relied on private funding (ie, tuition fees and money from private school foundations) and policy was largely limited to periodic reforms of the exam entrance system as a means of controlling student numbers. Consequently in South Korea education credentials assumed a greater importance and the competition for entering university became increasingly fierce. In North Korea, however, school expansion was carried out with public funding and reform policy was centered on changing the school system itself as a means of controlling the curriculum studied, student numbers and ultimately, graduate employment destinations. In contrast to the South, school expansion as it occurred in North Korea was and remains tightly controlled by central government planning for the purpose of current socioeconomic needs.  相似文献   
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Education and Information Technologies - Virtual reality (VR) technology is playing a crucial role in the changing paradigm of education. In many cases, however, VR technology is not being taught...  相似文献   
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International Journal for Educational and Vocational Guidance - This study provides insights into how Chinese adolescents in Hong Kong interpret the concept of “meaning in life.” Data...  相似文献   
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Acculturation consists of multiple domains (i.e., cultural practices, identifications, and values). However, less is known about how acculturation processes influence each other across multiple domains of acculturation. This study was designed to investigate transition patterns of acculturative processes within and across domains in a sample of 302 recent-immigrant Hispanic adolescents, Mage (SD) = 14.51 years (0.88) at baseline; male = 53%). Adolescents were assessed six times over a 3-year period. Latent profile analyses identified two profiles (high [or increasing] vs. low) for each domain at each timepoint. We found largely stable transition patterns in each domain over six timepoints. Importantly, sequential associations among profiles in acculturation domains were also detected. Implication for acculturation theory and research are discussed.  相似文献   
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Little is known about how children's value priorities develop over time. This study identifies children's value priority profiles and follows their development during middle childhood. Australian children (N = 609; ages 5–12 at Time 1) reported their values over 2 years. Latent Transition Analysis indicated four profiles: Social-Focus, Self-Focus, Growth-Focus and Undifferentiated. Within person development was characterized by profile stability or transfer to the Social-Focus profile. Younger children were more likely to have an Undifferentiated profile (or Self-Focus among boys) than older ones. Girls were more likely to have a Social-Focus profile or transfer to it, and less likely to have a Self- or Growth-Focus profile than boys. Social-Focus profile membership over time predicted more prosocial and less aggressive behavior.  相似文献   
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It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve students’ reactions to challenge and failure, which should in turn enhance learning. An experimental study with early middle school students tested these assumptions by comparing a “Full” version of a typical, commercial programming game to a “Minimal” version of the same game where common game features such as narrative, performance metrics, high-quality graphics, and sound were removed. In contrast to our hypotheses, players of the Full Game were less likely to choose coding challenges, were less tolerant of coding failures and gained less coding knowledge. Intrinsic motivation and self-efficacy did not differ between conditions. Correlational analyses showed that failure tolerance and challenge seeking may critically affect learning from educational games. The current study offers an existence proof that some common game features can hinder players' failure tolerance, challenge-seeking and learning, in certain game contexts. Future research should isolate the effects of individual game features, test generalizability and explore which contextual variables influence the findings.  相似文献   
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Children in mainstream schools compared text on white paper with identical text covered in turn by each of ten differently‐coloured plastic overlays. More than 50% reported improved perception with one or more colours, and were given the best colour to use. About half used the overlays for more than three months and their reading speed increased when the overlays were used. In Study I children were examined twice using different methods and examiners. 47% chose the same colour on both occasions, and showed the greatest improvement in reading fluency, reliable at retest. In Study II children were issued with a random colour, and the greatest improvements in reading speed occurred when the random colour was the same as that previously chosen. Phonological reading strategies were not related to visual symptoms, or the benefit from overlays. Across individuals, reading speed varied by a factor of more than three, for good and poor readers. Study III provided estimates of the prevalence of improvements based on a sample of 426 children from 12 schools: 5% of children read more than 25% faster with a coloured overlay.  相似文献   
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